Professional Documents
Culture Documents
Augmented Reality Phonetics Second Life
Augmented Reality Phonetics Second Life
Augmented Reality Phonetics Second Life
Włodzimierz Sobkowiak in FL
Wlodek Barbosa in SL
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Table of contents
Abstract ....................................................................................................................................... 3
Index of acronyms ....................................................................................................................... 4
Index of snapshots....................................................................................................................... 5
Index of avatars ........................................................................................................................... 7
Preface......................................................................................................................................... 8
1. Introduction ........................................................................................................................... 13
1.1. What is Second Life? ..................................................................................................... 14
1.2. Wlodek Barbosa in SL ................................................................................................... 20
2. SL as a MUVLE.................................................................................................................... 35
2.1. Key SL skills – for educators ......................................................................................... 36
2.2. Educational affordances of SL ....................................................................................... 44
2.3. Educational showcases in SL ......................................................................................... 54
3. EFL in SL (SLEFL)............................................................................................................... 61
3.1. SLEFL organizations, communities and schools ........................................................... 61
3.2. SLEFL at Virtlantis ........................................................................................................ 65
3.3. SLEFL affordances ........................................................................................................ 69
3.4. SLEFL pronunciation..................................................................................................... 75
4. PAVing SLEFL ..................................................................................................................... 83
4.1. LanguageLab rezzable-object teacher training project .................................................. 84
4.2. EVO VWLL 2009 added value debate .......................................................................... 91
4.3. Reification of abstract concepts in SLEFL .................................................................. 104
4.4. Phonetically Augmented Virtuality (PAV) in SLEFL ................................................. 113
4.5. PAVing Virtlantis......................................................................................................... 119
5. Conclusions ......................................................................................................................... 134
Bibliography............................................................................................................................ 136
Appendices .............................................................................................................................. 143
In this book I narrate some of my personal and professional experience of Second Life (SL),
one of the few hundred Virtual Worlds now in existence. I mostly talk about my teaching of
English-as-a-Foreign-Language (EFL) pronunciation in an educational community called
Virtlantis. This pro-bono community service lasted four (school) years, from September 2008
to June 2012. I conducted 163 weekly meetings of Pronunciation with Wlodek Barbosa, with
students from all over the (physical) world. In the book I report in detail on these meetings, as
well as append thirty actual activity notecards used during the lessons. In those activities I
used Phonetically Augmented Virtual objects (PAVed objects), i.e. interactive objects
constructed in SL which contain some phonetic content in them, such as sound files, phonetic
transcription, test questions about pronouncing problems, etc.
My main argument in the book is that such PAVed objects, modeled on Augmented Reality
found in the physical world, could provide some genuine added value in SL
(language) teaching and learning. Learning with such objects could leverage
situational/embodied teaching methods and techniques, which have been found to be
especially effective in SL. It could help reify some abstract linguistic concepts, such as stress,
syllable or juncture, into virtual ‘tangibles’ of especial appeal to kinesthetic and visually
minded learners. Theoretically, this augmentation could be extended to all objects created in
SL, so that the entire world would function as a linguistically augmented Multi-User Virtual
Learning Environment (MUVLE). This kind of augmentation appears to add educational value
to SL over and above what is possible in face-to-face classroom language teaching/learning in
the physical world on the one hand, and on online e-learning platforms, such as Blackboard or
Moodle, on the other.
Other issues discussed somewhat less in-depth in my book include: SL educational
affordances (especially learner immersion/presence), the key SL skills necessary for language
teachers, EFL teaching and learning in SL (with particular emphasis on pronunciation) and my
own life story in SL. The thirty lesson scripts available in the Appendix are of direct use to
EFL pronunciation teachers and learners, whether in a virtual or physical world. Interested
readers may go into SL for their own copies of my games and activities with PAVed objects.
The book is illustrated with fifty snapshots taken in SL and showing various aspects of my life
and work there: from private life, through PAVed teaching, to teachers’ workshops and
language education conferences. The principal message of the whole text is: Second Life is a
wonderful virtual environment for foreign language teachers and students. With or without
linguistic augmentation, it offers many unique educational affordances for fully immersed,
situated, exploratory and collaborative learning.
Snapshot 1. Barbosa with Wankel and Kingsley’s Higher education in Virtual Worlds ........... 9
Snapshot 2. Kip Yellowjacket ................................................................................................... 11
Snapshot 3. Virtlantis friends and students – a wordle ............................................................. 11
Snapshot 4. EVO TLVW 2010 mentors.................................................................................... 12
Snapshot 5. Wlodek Barbosa with Danka Aichi ....................................................................... 12
Snapshot 6. I build – therefore I am .......................................................................................... 15
Snapshot 7. Second Krakow...................................................................................................... 18
Snapshot 8. Second Poznan....................................................................................................... 18
Snapshot 9. Wlodek Barbosa (3 days old) with a stranger........................................................ 21
Snapshot 10. Wlodek Barbosa’ SL profile (web2 view)........................................................... 24
Snapshot 11. Barbosa and Aichi dancing at Dolce Vita ........................................................... 25
Snapshot 12. A gallery of Barbosa’s non-humanoid students .................................................. 27
Snapshot 13. Barbosa at Coffee with Dudeney Ge, October 26th, 2008 .................................... 27
Snapshot 14. An early SLEnglish pronunciation meeting ........................................................ 28
Snapshot 15. Pronunciation help with Wlodek Barbosa billboard ........................................... 28
Snapshot 16. Barbosa interviewed by Daffodil Fargis, June 30th, 2009 .................................. 30
Snapshot 17. Barbosa in his (her?) Neytiri avatar..................................................................... 37
Snapshot 18. Multitasking with the SL GUI: inventory, chat, notecard and more ................... 40
Snapshot 19. Willow Shenlin (FL=Sabine Lawless-Reljic) at her PhD defence in SL ............ 42
Snapshot 20. Katie Melua’s Secret Symphony trailer on the screen in-world........................... 43
Snapshot 21. SL wiki – Second Life education ........................................................................ 47
Snapshot 22. Barbosa transgendering as his (her?) alt avatar ................................................... 55
Snapshot 23. EVO TLVW 2010 Kristallnacht tour, January 21st 2010.................................... 58
Snapshot 24. EVO TLVW 2010 Virtual Macbeth tour, January 22nd, 2010............................. 59
Snapshot 25. SLanguages 2010 conference, October 15-16th 2010.......................................... 62
Snapshot 26. English Village in October 2007 ......................................................................... 66
Snapshot 27. SLEnglish/Virtlantis launchrooms ...................................................................... 68
Snapshot 28. EVO VWLL 2009 Wonderful Denmark tour, January 28th 2009........................ 74
Snapshot 29. EVO TLVW 2010 Second Barcelona tour, January 31st 2010............................ 75
Snapshot 30. Pronunciation with Wlodek Barbosa – most common theme keywords............. 82
Snapshot 31. LanguageLab 2007 rezzable-object teacher training project............................... 85
Snapshot 32. Interactive ‘rezzable’ SLEFL dictionary: textures and objects ........................... 90
How does one begin a book on foreign language pedagogy in a virtual world? In a historical-
overview approach one would start with the onset of virtual worlds, or maybe with the
beginnings of e-learning, or perhaps – for an even longer perspective – with Computer-
Assisted Language Learning (CALL), going back some half-century in time. This would be
one possible line of attack, along the technological front. Alternatively, one could take the
wetware route and make an overview of FLT methodology to see how it gradually
accommodated ICT for teaching and learning. There are other possible opening vistas, for
example starting from a detailed description and history of one virtual world, such as Second
Life, and then showing how education, and language teaching germinated and developed
there. All these decisions would have profound ramifications for the entirety of the treatise, of
course, and should not be taken lightly.
After quite a long period of deliberation I decided to begin this book from a very personal
perspective: my own Second Life. This is because, as will become clear in the following pages
and chapters, SL is so much more to me than only a useful pedagogical tool. Or a venue to
meet my students and friends. Or a place to build and test some didactic resources. To me
Second Life is… well… life. And to talk about one’s life one must necessarily take a
thoroughly personal perspective. Does this unashamedly personal, subjective approach to SL
language pedagogy jeopardize the academic value of this book? This is the question which I
am asking myself as I am writing these words. After all, I keep telling myself, I am not writing
a diary or some loose recollections or impressions. This is not supposed to be an SL blog (and
there are many fine SL blogs on the web), not even an academic blog. Neither is it supposed to
be a teacher’s guide to SL use in foreign language teaching, even if I do offer many ready-to-
use materials and resources in the Appendix of this volume, and even though an FL teacher
can benefit from reading about my own successes and failures in SL.
I mean this thesis to be a research piece as well as a deeply personal story. Is this fusion at all
possible? My deep conviction is that indeed it is, and I could immediately point at books of
such excellent authors as Tom Boellstorff or Shirley Turkle. Part of my dare and inspiration to
finally put pen to paper to write about SL is gratefully acknowledged to come from their
writing and that of many other great authors who were not afraid to admit that they both
research virtual worlds and live in them. So, while the fusion of academic research and
personal narrative appears to be quite possible, the question remains if I managed to perform
this rather difficult balancing act myself in this book in such a way that the result is both
scientifically viable and personally revealing. Have I weaved the two threads in such a way
that the complement each other naturally? Does my private Second Life, as narrated here,
throw some light on my teaching and research in-world? Does the account of my professional
activities in SL help understand why and how SL is life for me, rather than only a tool, a
resource or a place? And, with respect to style of narration/exposition, is it appropriate in both
threads: the professional/academic and the private? Naturally, these is questions which I need
to leave to the reader.
So, who can hope to benefit from reading this text? My sincere hope is that there are
potentially many such readers. As mentioned above, FL teachers can find some useful
materials and methodological remarks. This includes both teachers who are already in SL or
plan to extend their FL teaching to this new world, as well as those who are not particularly
fond of virtual worlds and have no intention of entering them. Indeed, the latter category may
even feel supported in their resolve by my reports of pitfalls, hardships and fallacies of my SL
Snapshot 1. Barbosa with Wankel and Kingsley’s Higher education in Virtual Worlds
1
“If a user spends several hours a day working and meeting friends in a virtual world that completely resembles
the real one, is it still possible to differentiate between what is virtual and what is real?” (Kaplan 2009:96).
Włodzimierz Sobkowiak: Five years in Second Life 10
or: Phonetically Augmented Virtuality in Second Life English as a Foreign Language
As is customary on such occasions, but also because I do feel a genuine urge to do it, I would
like to express my gratitude to a number of people, in both lives, who in many ways helped me
put my act together. As far as Second Life is concerned I direct special thanks to Kip
Yellowjacket (also known as Charles Boahn in FL2). Without his help and support in all
aspects of my SL existence from day one I could hardly imagine my life and teaching in-
world. If it was not for Kip (and Fire Centaur, in the early stages) I would never have taken
roots in the great virtual community of Virtlantis, which has been my homestead, both literally
and metaphorically, over all these years.
Many other members of this community should be gratefully mentioned here, both my EFL
students and colleague-teachers (also known as Activity-Organizers, or AOs). For fear of
missing someone I will simply say: Thank you all! You helped me grow as a person, a teacher
and a researcher. As a small token of my appreciation find above a wordle made from the
attendance lists of all my Virtlantis pronunciation meetings, with name size in proportion to
the frequency of turn-up (wordle max tokens = 20).
As far as VW researchers and educators are concerned, both those whom I met in-world at
conferences and workshops, and those whom I only know from their printed word, my debt to
them is too obvious to discuss at length. Their inspiring texts, presentations and debates
allowed me to find my place in VW research and to sharpen my own ideas with, hopefully,
some benefit to both theory and practice of EFL teaching and learning in SL. In this context,
the staff of LanguageLab in charge of the 2007 teacher-training course, which is described at
length in Chapter 4.1., should be particularly highly commended, because my serious
reflection on SL teaching started then and thanks to them. Thank you, Head Teacher (FL=Paul
Sweeney) and Iffaf Ling (FL=Iffaf Khan)! This reflection was then developed enormously
thanks to my involvement in the EVO courses: VWLL 2009 and TLVW 2010 (see Chapter
4.2.), with such excellent educators as Baldric Commons (FL=Graham Stanley), Daffodil
Fargis (FL=Nergiz Kern), Gwen Gwasi (FL=Heike Philp), Osnacantab Nesterov (FL=Dennis
Newson), Nahiram Vaniva (FL=Nahir Aparicio) or Mary Roussel (FL=María Auxiliadora
Pinto Fuentes). Thank you!
2
From an interview which I conducted with Kip on October 18th 2008 in a FL demo of SL I held to my students
in IFA: "My wife and I own a language school in Germany called the Oxford School for English. I am originally
from the US but have been living in Germany for the past 8 years". Kip Boahn's CV here:
http://www.visualcv.com/kipboahn.
Włodzimierz Sobkowiak: Five years in Second Life 11
or: Phonetically Augmented Virtuality in Second Life English as a Foreign Language
Snapshot 4. EVO TLVW 2010 mentors
Until a few years ago it was still customary to begin treatises on e-learning with an overview
of this incredible situation where suddenly, for the first time in human history, people were
able to function in a completely new world, the cybersphere or internet, with new rules of
conduct, social mores, cultural institutions, language; indeed almost everything seemed novel
and exciting, quite unlike in the old physical world of face-to-face interaction. After the
summary of the most important concepts and events in the history of the web was over, the
author passed on to finally develop his/her particular theme, for example the use of blogging
as an FL teaching/learning tool. Some writers still begin their books in this way, oblivious to
the ubiquity of online (and paper-printed) sources containing a wealth of information about
every aspect of the web: its origin, its history, its use in all spheres of human life: from sex to
education, from cradle to tomb.
In this situation, I believe, a thorough introduction to the web in a book about selected aspects
of virtual worlds would be by-and-large superfluous. Even a hefty chapter on the definition
and description of VWs, their genesis and spread, their variety and role in human life
(unavoidably including a trip back in time to some seminal works of science fiction, where
VWs originated), seems to be a waste of time and space. An interested reader will easily find
enough bibliography on the subject to keep him/her busy for a lifetime. This is why I present
only a very brief and rather imbalanced overview of Second Life as a VW. It is imbalanced
because I purposefully give more weight to issues which are the main themes of this book,
such as education, language, avatar psychology or technical issues, rather than to others,
potentially equally or more important, such as ethnography, philosophy or the future of SL and
virtual worlds. Such imbalance is, of course, unavoidable in a text of limited length and
written with a specific agenda. The above proviso is not, thus, an apology, but rather a
warning to the reader not to look for an all-round general introduction into SL on the
following pages.
Having said this, it would seem somewhat odd to jump immediately in medias res, which for
the sake of this thesis I define as PAVing Virtlantis, without giving the (possibly quite
uninitiated) reader some introduction. The proper genus for FLT in SL would appear to be
education in VWs, and there is no shortage of good literature on the subject. By way of
introduction, then, I could offer the reader a thorough overview of this literature, as is quite
customary in all research writing. This is how Lorri Mon begins her summative paper on SL
education, for example: “A long tradition of educational research exists within virtual worlds.
In 2003, Delwiche (2006) taught ethnographic research to undegraduate students…” (Mon
2010:2). Kim, Lee and Thomas 2012 is a comprehensive and up-to-date metanalysis of the
relevant research literature.
This kind of overview, while certainly somewhat repetitive, in view of the above sources,
would certainly be of some use for the reader in forming a general conceptual frame of the
field, it would, however, offer rather little scaffolding for the later treatment of the main
themes of this book, namely some aspects of the added value of VWs and SL for FLT, EFL
pronunciation in particular. This is because, as was mentioned above in the Preface, relatively
few existing sources address these issues. Actually, when it comes to teaching EFL
pronunciation in SL, I believe there are no sources yet available, which is, after all, my
primary motivation for writing this text.
Considering the above I decided not to include an introductory literature overview at all, but
rather quote and refer to the sources in the body of this thesis as the need arises. Nevertheless,
Włodzimierz Sobkowiak: Five years in Second Life 13
or: Phonetically Augmented Virtuality in Second Life English as a Foreign Language
I do begin the next section of this Introduction with a very short treatment of the basics of
Second Life, certainly not enough for complete novices to make their own picture of the
world; rather a place holder or, if you like, the rim of the funnel down which I will take the
reader in this book. And what would be a funnel without a rim?
As I said above, I do not plan to start from the big picture of the internet/web and how it is
changing human life on Earth, even though I do believe it is fundamentally doing just this. In
place of this, let the reader accept a single humble quote from some very VW-competent
authors:
“We live in a world that is becoming more networked every day, and the internet has grown
into an essential medium for communication, socialization, and creative expression. Virtual
worlds like Second Life represent the future of human interaction in a globally networked
world, and students who have grown up with the Internet naturally swim in these waters”
(Rymaszewski et al. 2007:318).
Some of the underlying assumptions of this book appear here in a clear and compact form,
ones which will not be further argued for or against in any depth: (a) the importance of the
web for human life, (b) the current and future potential of virtual worlds, and (c) the
naturalness of this environment for young generations of students. This completes the grand
picture as far as I am concerned. Let us now turn to Second Life, its definition and basic
characteristics.
3
“Within any thirty-day period, over 66 percent of the residents who used Second Life created something from
scratch” (Ondrejka 2008:239).
Włodzimierz Sobkowiak: Five years in Second Life 15
or: Phonetically Augmented Virtuality in Second Life English as a Foreign Language
On the other hand, the almost complete freedom to do what one wants in SL is at the same
time its great asset and serious problem. Many newbies, indeed nine out of ten, according to
LL statistics, including some potential language students, of course, tend to abandon SL
shortly after they enter, simply because “there’s nothing to do there”. What they expect is a
clear system of guidelines and rules, something they got used to both in their FL (family,
school, society) and in their online life in games, such as the World of Warcraft4. Second Life
provides no such rules, and many people shun this freedom. Not an entirely unexpected event
to philosophers and anthropologists! Here is one pertinent quote from one of the best books on
SL I know: “Second Life and many virtual-world societies can be cold places unless you
already know people in the system who will help you get going (…) In order to enter any
society, one must have a role. You must know something about the rituals and archetypes.
You must have something to do there” (Meadows 2008:48).
Another clause provided in the LL quote above makes two claims of fundamental importance
for SL education: first that the basic SL account is free, and second concerning the Intellectual
Property Rights of the residents. Both provisions are of course very good news to educators
and their students. For example, when I required some of my 2009 FL students to enter SL
with their own avatars, I did not need to worry about the possible expense they would have to
incur (except, of course, the cost of internet connection). Likewise, my own SL creations,
which will be described later in this book, such as PAVed dominoes, for example, still belong
to me in terms of IPRs, even if they are actually stored and rendered on LL’s servers. This
means, among others, that I can freely quote from them here without having to ask LL for
permission, or that I could sell them to another resident, should there be such demand. This is
not to claim that the IPR interface between SL and Academia is entirely problem-free, as
amply demonstrated by some SLED (https://lists.secondlife.com/cgi-
bin/mailman/listinfo/educators) threads in the past, but following this theme would take us too
far away from our main pursuit. Just one more relevant quote: “If the students produce videos,
texts, or other material, the copyrights of that material should be checked and needed
permissions asked from the students beforehand” (Palomäki 2009:79).
Should it be objected that taking the definition of an entity from the creator of this entity may
be methodologically risky, here is another short definition-cum-description of SL, this time
from Wikipedia:
“Second Life is an online virtual world developed by Linden Lab. It was launched on June
23, 2003. A number of free client programs, or Viewers, enable Second Life users, called
Residents, to interact with each other through avatars. Residents can explore the world
(known as the grid), meet other residents, socialize, participate in individual and group
activities, and create and trade virtual property and services with one another. Second Life is
intended for people aged 16 and over” (http://en.wikipedia.org/wiki/Second_Life).
There is little new in this definition compared to the previous one, so I will not comment on its
elements here. The one exception is the fundamental importance of the avatar, both for the
definition of SL as such, and for the entire educational enterprise in-world. That “residents
interact with each other through avatars” has wide-ranging ramifications for teaching and
learning in SL, especially for teaching and learning foreign languages. This I will discuss later
in the book. For the time being, let me quote one more definition where the all-important
4
“Second Life is to a MMOG like World of Warcraft, as Legos are to Monopoly, that is the unstructured,
creative play of Legos verses (sic – WS/B) the structured, rule-based game-play of Monopoly” (Aurilio
2010:157).
Włodzimierz Sobkowiak: Five years in Second Life 16
or: Phonetically Augmented Virtuality in Second Life English as a Foreign Language
concept of avatar comes clearly to the fore. In his short paper on the definition of Virtual
World, Bell offers the following, which appears to be a common denominator of the many
definitions he had sampled:
“A synchronous, persistent network of people, represented as avatars, facilitated by
networked computers”. (...) One can’t say “My Facebook profile is emailing you.” Avatars
function like user-controlled puppets. Users command the actions of the avatar, but it is the
avatar itself which performs the action. Even forms of communication which come more
directly from the user, such as voice chat, are presented as actions taken by the avatar” (Bell
2008).
Like before, in a more in-depth treatment of the definitional side of SL, or if I were writing
predominantly about the psychological aspects of SL (language) education, it would now be
de rigueur to go into the subtle senses and distinctions having to do with the interaction
between humans and their avatars in VWs (see, for example, Bartle 2003 or Messinger et al.
2008). It would certainly not be enough to satisfy oneself with defining avatars as ‘puppets’ of
the users. Indeed, the very term ‘user’ carries overtones which come in direct conflict with
those of the term ‘resident’, which happens to be my preference. Many SL residents, like
myself, would fully subscribe to the following pledge: “I am my avatar, my avatar is me. I am
beholden by any promises my avatar makes on my behalf and my avatar will honour any
contract I make” (Scopes 2011:23). Such quibbles aside, let me promise that the issue of
language learners using their avatars as, fundamentally, face-protecting and face-saving
impostors helping them to reduce the affective filter in communicating in a foreing language,
will be discussed later in this book.
Other characteristics of SL, some of them possibly definitional in nature, will likewise be
discussed in extenso below, in Chapter 2.2. on the educational affordances of SL. What
remains for me to do before I narrate some of my personal story as an SL resident is to set the
stage, so to say, i.e. to draw the very rough sketch of the history of SL from an educator’s
perspective. I will, once again, take recourse to the Wikipedia article on SL.
In 2005 and 2006 Second Life began to receive a lot of media traction, including a cover
story on Business Week magazine featuring the virtual world and Second Life avatar Anshe
Chung. By that time Anshe Chung had become Second Life’s poster child and symbol for the
economic opportunities that the virtual world offers to its residents. At the same time the
service would see a period of exponential growth of its user base.
(http://en.wikipedia.org/wiki/Second_Life)
I happened to enter SL at the peak of its hype, namely at the beginning of 2007. It was at that
time that SL started to be a media topic of some importance in Poland also. Islands of:
• Second Cracow (25th July 2007; http://pazurkiem.wordpress.com/2007/07/24/krakow-
zaczyna-drugie-zycie/),
• Second Poznan (23rd November 2007; http://www.poznan.pl/mim/wiadmag/news/poznan-
w-second-life,22915.html) and
• Second Wroclaw (17th April 2008; http://www.dobreprogramy.pl/Wroclaw-kolejne-
miasto-w-Second-Life,Aktualnosc,8119.html)
were created, with the respective old town markets replicated with a high degree of precision,
at least in terms of textures used to cover the old houses, Rathauses and churches. Below are
views of Second Krakow and Second Poznan.
On the global scale, this was the time when many huge business firms, such as IBM, ventured
into SL to try to extend their operations there and... failed miserably. It turned out that they
had little to offer in-world beyond the front-end to their FL activities. In an important sense of
the term, they failed to discover and exploit the added value of this virtual world for business.
This is a sobering story of potentially enormous import for education as well, I believe. If
educators fail in identifying and exploiting the added value of SL for teaching and learning,
their students may leave SL in disappointment, just like the potential business clients.
After 2008 SL started a downward slide in popularity and media coverage, and it has
continued to remain rather low to this day. There is extensive literature on why and how this
happened, mostly in the form of newspaper articles and online texts. A number of factors have
been blamed for the SL downfall in new registrations, concurrent in-world figures and in-
world trading, all of these criteria generating solid statistics which are relatively easy to
collect. Some of the possible mentioned causes were: GUI complexity, technical glitches,
exorbitant hardware requirements, poor first-hour newbie experience, cartoonish graphics,
inadequate LL customer service, and many more. From the point of view of educators, who
for a certain period of time had been pampered by LL for their public relations value,
everything looked reasonably well until the end of 2010, when LL decided to withdraw the
significant 50% educational discount on the purchase and operational costs of land in SL.
Universities and other educational organizations, which were mainly hit by this change, first
protested loudly, but then gradually started withdrawing their assets and moving them to other
virtual worlds, mostly built on the OpenSim platform, hence cheaper and safer. Thus, what
was once at the very peak of hype gradually slid to the very trough of disillusionment in the
Gartner hype cycle, where it has remained since: “3D displays, augmented reality and tablets
cluster at the peak of this Hype Cycle in 2011, while previously hyped trends, such as virtual
worlds, stagnate in the trough”
(http://www.gartner.com/DisplayDocument?doc_cd=215631&ref=g_noreg). Currently,
“Second Life is being portrayed as passé and outdated, and university administrators have
started to believe the stories telling them that it is time for universities to move on to new
educational tools that employ up-to-date gadgetry to augment rather than virtualise reality
page” (Herold 2012:9).
All these global trends and events could not have been without any effect on the little
educational community of Virtlantis, which I joined when I entered SL. Some of my personal
story narrated below, as well as some of the changes in my SL teaching over the years are
rather closely related to what was going on around me. To the extent that this information is of
relevance for the main thread of this book it will be mentioned as we go along.
“Q3> Do you think the idea will be popular with other language teachers? why/why not?
Frankly, from my own experience over 3 years of having SL and spreading the word about it,
it’ll take quite some time for SL to get into the mainstream of e-teaching. There’re many
reasons, most of them mental blocks, I believe, but technological, financial and logistic
obstacles also loom large. As far as the former are concerned, it’s the traditional
conservatisms of teachers, technophobia, fear of steep learning curves, laziness, lack of
innovation drive, weakness of e-teaching pedagogy, slim teaching experience with electronic
media, reluctance to invest time and effort into acquiring the necessary skills, negative
stereotyping of SL and VWs as places for sex exploration and entertainment (rather than
education), generally low opinion of edutainment, etc. SL is expensive in terms of hardware
and specs needed for its smooth operation, as well as in terms of required connection
parameters (mostly bandwidth). It creates problems on the school LAN, if only with security
measures (e.g. port blocking, firewalls) and admin support. These problems are more serious
than in the case of “ordinary” 2-dimensional web2, with FaceBook or Moodle. On top of that,
many teens have very high expectations of VWs, which they extrapolate from their
experience with MMORPGs such as WoW: SL graphics will never satisfy them.”
However disenchanted many residents (and non-residents alike) may have felt by the
tribulations of SL, it remains a fact that Second Life now has over thirty million registered
users, with between 30 and 70 thousand of them concurrently in-world (Current user metrics
for Second Life, August 2012). The resident base going into millions has been questioned as
not much more than dead souls, i.e. those users who registered and then quickly abandoned
their avatars. According to various analysts, including LL ones, the proportion of such dead
souls may be as high as 90%. This may be quite damning as a demographic for business, but
for language educators this means: potentially three million people, and actually as many as
several dozen thousand people to talk to in a foreign language at any given moment. Because
the language of communication in SL, its lingua franca, tends to be predominantly English,
this appears to be a virtual paradise to EFL teachers and learners. Many of the potential
interlocutors of EFL students venturing into SL would be native speakers of English, by the
way, especially American English, with this demographic forever leading the pertinent tables
of SL residents (47% are US citizens; they also lead the logged-in hour counts, with five times
as many as the next-in-line Germans; see http://www.metanomics.net/show/archive100608/
for 2008 SL statistics).
So what else remains to be said about the definition and character of Second Life as a virtual
world? I could, of course, offer more statistics or quotes attempting to capture the sense of this
strange environment to those who go there and remain (or quit). As demonstrated to some
extent above, it is by no means completely unproblematic to try to make a working definition
of SL/VW which would satisfy all interested parties. And a definitive history of SL still
remains to be written, because – to the best of my knowledge – there is, at SL’s ninth birthday,
no extended book-length treatment of this fascinating topic (but see here for short overviews:
http://wiki.secondlife.com/wiki/History_of_Second_Life and
http://www.metaversejournal.com/2010/07/01/the-history-of-second-life). But, however many
dry facts could be provided, something would still be missing: the awe and wonder of the new
world felt by its inhabitants, which might not be very different from the awe and wonder of all
At that time I was still using the default male avatar body (called ‘urban male’ if I remember
correctly) which I selected from among the few offered at the moment of registration. I
exchanged a few niceties with the lady sitting next to me, but I have not seen her since. A note
to non-residents: the postures we both feature in the snapshot are not freely assumed or
manipulated. Like with much other body language in SL, they are achieved by clicking on
pose-balls (one is visible in the picture), whereby all the avatar can do is either accept the
position/animation or quit it (‘stand up’ in SL parlance). Relaxed, laid-back poses, as the ones
demonstrated in the picture above, are among the most common ones on offer in SL. This
general feeling of rest and relaxation is, I believe, one of the trademarks of SL. It may also
have some significance for in-world teaching and learning, of course.
Using the search-engine built into the SL viewer I was quickly able to discover some EFL
activity on the island of English Village, with Fire Centaur (FL= Paul Preibisch) the founder
and facilitator. I took part in some of their meetings and lessons, and discovered that I liked
5
In mouseview the viewpoint of the camera is inside avatar head, rather than a few meters behind and above,
which is the default view. Thus, mouseview mimics the viewing experience humans have in FL. Some SL
residents prefer this view.
Włodzimierz Sobkowiak: Five years in Second Life 21
or: Phonetically Augmented Virtuality in Second Life English as a Foreign Language
the relaxed and convivial atmosphere, the friendliness of the teachers, and – first of all – the
thrill of doing in-world what had been my career and my hobby in FL, namely English. It
should be remembered that at that time, and until the end of July 2007, i.e. for the first few
months of my SL, residents could only communicate in writing, either in local chat or IM. It
was along this channel that all EV English tuition was going on. To give the reader some
flavour of what it was like, below is an excerpt from my first taught lesson in SL showing
some of the natural speech dynamics of the text chat interchange. The lesson lasted two hours
in total, with three main parts: (a) first a short guided tour of the local resources (basically
multiple-choice panels), (b) then we had a series of exercises using the aids, mostly
concerning verb+noun collocations, (c) finally one student remained for a one-on-one extra of
a similar character, methodologically speaking. The excerpt comes from part (b), which lasted
one hour and twenty minutes. The original spelling of the text chat is retained throughout. My
present comments appear in square brackets.
EV lesson transcript with Wlodek Barbosa, 15 June [11:57] You: was what I had in mind, though :-)
2007 [11:57] Remotac Bade: i see
[11:57] mayuka Yoshikawa: Sorry,explain?
[...] [11:57] You: Now - receive is a verb, right?
[11:49] You: Let's go to the maze. [11:57] Remotac Bade: yep
[11:49] mayuka Yoshikawa: yes. [11:57] mayuka Yoshikawa: yes.
[11:49] You: Follow me, please. [SL spaciality] [11:58] You: What is the noun made form it?
[11:49] Remotac Bade: okay [11:58] You: from [standard form of typo correction]
[11:49] mayuka Yoshikawa: Ok [11:58] Remotac Bade: and explain is the verb for
[11:50] You: Ready? [Right in front of the maze] explanation
[11:50] mayuka Yoshikawa: yes. [11:58] You: Right
[11:51] You: This is really quite automatic... [11:58] Remotac Bade: i dunt know what is "noun"
[11:51] You: I sit back and observe... [11:58] You: Whe you "receive" a radio station well,
[11:51] You: ... and help if need be :-) you get a good... ?
[11:51] Remotac Bade: okay [11:59] Remotac Bade: now i get it
[11:51] You: Just touch the right panel. [11:59] You: So what do you get, Mayuka?
[11:51] mayuka Yoshikawa: Yes [11:59] mayuka Yoshikawa: What?
[11:52] You: Easy? [11:59] Remotac Bade: signal? [some more humour
[11:52] mayuka Yoshikawa: Well, from this student]
[11:52] Remotac Bade: and? [11:59] You: :-)
[11:52] You: Let's have another one. [11:59] Remotac Bade: nomen name. See {Name}.]
[11:52] You: I'll follow you. (Gram.) A word used as the designation or
[11:53] mayuka Yoshikawa: another? appellation of a creature or thing, existing in fact or
[11:53] You: Just go down the maze... in thought; a substantive. [Great definition :-) for a
[11:54] You: So? beginner/intermediate]
[11:54] Remotac Bade: there is no question,how [11:59] You: You get a good rece....
can i choose the answer? [12:00] mayuka Yoshikawa: recpiption?
[11:54] mayuka Yoshikawa: May I touch? [12:00] Remotac Bade: receive
[11:54] You: You have the question on the black [12:00] You: Reception, right!
panel at the top [12:00] You: Ok
[11:54] Remotac Bade: i see [12:00] You: Shall we go on?
[11:54] You: So what do you get from the teacher? [12:00] Remotac Bade: sure
[Prompting] [12:00] mayuka Yoshikawa: Yes.
[11:55] Remotac Bade: love? [12:01] mayuka Yoshikawa: May I touch? [haptics]
[11:55] You: :-) [12:01] You: Sure
[11:55] mayuka Yoshikawa: get? [12:02] mayuka Yoshikawa: I`ve seen the question
[11:56] Remotac Bade: explanation in my first lession here.
[11:56] You: Problem? [12:02] You: OK.
[11:56] mayuka Yoshikawa: No, [12:02] You: So resign - when you stop doing
[11:56] You: Right - explanation. something
[11:56] Remotac Bade: :) [12:02] Remotac Bade: give it up
[11:56] You: For which the verb is...? [12:03] You: And the noun from this?
[11:56] mayuka Yoshikawa: receive [12:03] mayuka Yoshikawa: I think so, -gibe up?
[11:56] Remotac Bade: explane [12:03] You: Remo - why do you want to give up?
[11:57] You: Well... I guess you can receive [Misunderstanding here – mostly due to mistiming]
explanation, right. [12:03] Remotac Bade: my merriage
[11:57] You: Explain... [correct spelling error] [12:03] Remotac Bade: haha [funny guy, Remotac]
The lesson plan was not my own; it came from Kip Yellowjacket, whom I met in the English
Village for the first time, and who asked me to help him organize and conduct the EFL
activities. It should be mentioned at this point that as an SL resident I was deliberately
completely transparent from day one. This means that – unlike many people going into Second
Life incognito for a variety of reasons – I included complete information about my FL identity
in my SL profile, which is publicly available to anybody, both in-world and out. When in SL,
one only needs to right-click on the avatar in view (or find one with the search engine) to see
its profile, including some SL data, such as the rezday or the groups belonged to, as well as as
much FL information as the resident wishes to share with the world. On the two-dimensional
internet profiles can be inspected in the following way, by going to a specific url:
http://world.secondlife.com/resident/6b1918c0-55e5-4097-99ee-6787471df35e in the case of
Wlodek Barbosa.
There are, I believe, good reasons why this is so, having to do with the boost of immersion
experienced by the resident while dancing (also flying, and generally moving around).
Immersion, in turn, is an important characteristic, or affordance, of virtual worlds with a very
strong effect on the satisfaction from having a Second Life, and of crucial importance for
Włodzimierz Sobkowiak: Five years in Second Life 25
or: Phonetically Augmented Virtuality in Second Life English as a Foreign Language
whichever pursuits are undertaken there. With this conviction I will have more to say about
immersion later in this book. At this point let me only say that from the very beginning of my
residence I discovered myself to be rather deeply immersed. It is only to an immersed person
that concepts such as ‘natural beauty of SL’ or ‘the joy of SL dancing’ make sense. Likewise,
only a person who can feel him/herself on the other side of the screen when in-world could
really appreciate the following “10 rational arguments why SL is better than RL”, which I put
forward on March 14th 20086:
1. SL is free.
2. One can TP and fly in SL.
3. One can construct oneself in SL.
4. There is no pain, sickness or death in SL.
5. There is no hunger, poverty or war in SL.
6. One can log in and out of SL when one wants7.
7. People are more open in SL8.
8. Sex is completely safe in SL.
9. Everything is much cheaper in SL.
10. [Space for your own argument]
My sentiments about SL being actually superior to FL in some respects are not entirely
unshared. In a paper on social virtual worlds, Bell, Smith-Robbins and Withnail notice,
somewhat escapistically, that “the stresses of everyday life (food, money, family, traffic) are
all removed in SL. This aids in creating that state of relaxed alertness while sitting in front of a
computer and flying through the virtul world” (Bell, Smith-Robbins and Withnail 2010:189).
According to a 2006 survey study by Nick Yee of 30 thousand gamers, “approximately 40
percent of men and 53 percent of women who spend time in virtual worlds said their virtual
friends were equal to or better than their real-life friends” (Yee 2006, as quoted in Meadows
2008:50).
On the other hand, it is sometimes easy to forget that behind every avatar there is a real being,
even if the avatar is less realistic than in the James Cameron’s movie. The person behind the
avatar is real. To many this may create a conceptual/affective conflict: a cartoon-like puppet
on screen (‘in front of me’, for the immersed types) versus a real human being hidden behind
this puppet. The following little exchange, which happened by IM in one of the dancing places
in SL, nicely underscores this subtle clash of SL with FL9:
[14:25] One Avatar: good evening :)
[14:25] Wlodek Barbosa: Hello!
[14:26] One Avatar: i am just curious
[14:26] One Avatar: do you really teach english in a university???
[14:26] Wlodek Barbosa: Yes.
[14:27] One Avatar: woooooowwww
[14:27] Wlodek Barbosa: lol
6
This list was put into a notecard, and that into a notecard-reading script, which would read the nc line by line at
the touch of a passing avatar. The script itself resided in a pyramid-shaped block standing in my launchroom in
Virtlantis. That was my first ever experience of scripting, a crucial SL skill for an educator.
7
“Humans can fall asleep, lose consciousness, hallucinate, even die, but none of these things are equivalent to the
dialectic of logging on and logging off that is the originary boundary marker between virtual and actual”
(Boellstorff 2008:243).
8
“Respondents reported in-world behavior similar to, but somewhat less inhibited, than their real-world
behavior” (Messinger et al. 2008:8).
9
The timestamp shows SL time, which means that it was almost midnight of my FL time (CET).
Włodzimierz Sobkowiak: Five years in Second Life 26
or: Phonetically Augmented Virtuality in Second Life English as a Foreign Language
[14:27] One Avatar: congrats
[14:27] Wlodek Barbosa: TY
[14:28] One Avatar: and you are teaching here too?
[14:28] Wlodek Barbosa: yes
[14:28] One Avatar: is teaching a passion?
[14:28] Wlodek Barbosa: Yes, it definitely is.
[14:28] Wlodek Barbosa: ... and vocation :-)
[14:33] Wlodek Barbosa: OK. My wife has joined me here for some dancing...
[14:33] Wlodek Barbosa: Have fun.
[14:33] Wlodek Barbosa: CU around!
[14:34] One Avatar: ok, same for you
This inherent characteristic of SL/WV whereby there is an unavoidable clash of the virtual
with the real, like many other features of SL which I have been describing here, has a
profound effect on teaching and learning in-world. For example, the teacher must never forget
that the freaky non-humanoid creature in front of him/her in the classroom is actually (in FL) a
real student, with all the psychological and linguistic complexities of a human being to be
taken into account in the didactic process. Below is a tiny gallery of some unusual types which
came to my pronunciation activities.
I spent the rest of the year 2007 in-world developing my interest in how EFL is taught and
learned in this environment. On June 23rd 2007 I attended the first ever SLanguages
conference in-world. As it turned out later, this conference was to become a widely acclaimed
annual 24-hours event in-world, entirely devoted to discussing language education in SL.
Dudeney Ge (FL=Gavin Dudeney), the conference organizer, was extremely active in SL at
that time, sharing his expertise of VW teaching in a series of conferences, workshops and
meetings. Below is a snapshot of a very typical conference auditorium, with the
characteristically SLish laid-back postures and atmosphere.
Snapshot 13. Barbosa at Coffee with Dudeney Ge, October 26th, 2008
Włodzimierz Sobkowiak: Five years in Second Life 27
or: Phonetically Augmented Virtuality in Second Life English as a Foreign Language
At the end of 2007 a major event occurred in my budding EFL teacher career. In November I
signed up for a teacher-training programme organized by the LanguageLab, the oldest and
largest for-profit foreign language school in SL. As a teacher trainee under the expert tutelage
of experienced in-world language teachers I went through an intensive course culminating in a
project of teaching several lessons with the use of ‘rezzable’ objects with built-in sound. What
I learned from LanguageLab was extremely seminal for my own later teaching and thinking
about in-world education generally. Below I devote the entire Chapter 4.1. to describing and
analyzing my two-month involvement with LanguageLab.
Early in 2008 Kip Yellowjacket decided to set up his own language community and island,
separate from that of English Village, and called it SLEnglish. This is how he described the
new venture in a notecard distributed in-world on 18 March 2008:
Welcome to Second Life English! What is Second Life English?
The Second Life English group has been helping language learners and teachers in Second
Life since 2006. Our past activities were mainly held at the English Village where we
organized weekly team-teaching events and assisted learners and teachers in various ways.
The Second Life English SIM is a free resource for language learners and teachers. We are
not a school. We are a community of language learners and teachers who share the desire to
use the virtual world of Second Life for the learning and teaching of foreign languages.
It is in this community that I have been developing my teaching skills over the years. As
explained in the Preface, the influence which this experience has had on me, both
professionally and personally, is second to none in my entire Second Life. I devote more time
and space to describing the SLEnglish/Virtlantis saga later in this book (see Chapter 4.5.), but
it should be remembered that the community remains for me the point of reference even when
I seem to be talking about issues apparently unrelated to it. Quite simply put,
SLEnglish/Virtlantis has always been my home in SL, both literally and metaphorically.
Snapshot 14. An early SLEnglish pronunciation Snapshot 15. Pronunciation help with Wlodek
meeting Barbosa billboard
I wish to close this section with the heavily abridged contents of the interview conducted with
me by Daffodil Fargis (FL=Nergiz Kern) on June 30th, 2009, i.e. after two years of my second
life, and one school-year of regular and independent teaching. Nergiz Kern is among the most
expert specialists in VW FLT, with enormous experience of both teaching and researching in
Second Life. This interview was part of her research project on SL pedagogy, done for a
degree. The place chosen for the interview was my house at Virtlantis. Below is a snapshot of
Barbosa and Daffodil during the interview.
The time shown in square brackets with each line of text chat is SLT, i.e. Second Life Time,
i.e. PDT. For reasons of documentation Daffodil insisted that the interview be conducted in
text chat, even though at that time voice was of course available in SL. The log of the
interview is abridged and contains only those fragments which are relevant to the theme of this
book, but otherwise completely unretouched, with the exception of typo correction (unless
corrected by speakers themselves). It is published with permission of Daffodil Fargis, to whom
I’m grateful for giving me this opportunity of thinking through my SL experience.
The reason why I chose to adduce some excerpts from this interview at this point of the text is
that I believe they allow me to demonstrate the peculiar convergence, or fusion, of my private
SL existence as Wlodek Barbosa with my professional pedagogical duties and academic
research pursuits. As such, the interview furnishes a nice point of transition between the
personal narrative above and the more detached treatment of selected SL teaching issues
below. This is not to mean, as explained in the Preface, that the text in the following pages will
be completely dry and impersonal, of course!
10
This would be about $1.5 in FL.
Włodzimierz Sobkowiak: Five years in Second Life 32
or: Phonetically Augmented Virtuality in Second Life English as a Foreign Language
[11:19] Wlodek Barbosa: I know one can do blended teaching...
[11:19] Wlodek Barbosa: with VW as only one TOOL...
[11:20] Wlodek Barbosa: But I really have no experience of that, so I guess it'd be pointless to
speculate...
[...]
[11:20] Daffodil Fargis: 10. Could you please describe your most positive experience in Second Life?
[11:20] Wlodek Barbosa: You mean in the teaching context?
[11:21] Daffodil Fargis: No, in general.
[11:21] Wlodek Barbosa: Well... Let me order them...
[11:21] Daffodil Fargis: It's up to you really.
[11:21] Wlodek Barbosa: I guess No 1 would be dancing with my wife - Danka Aichi :-)
[11:22] Wlodek Barbosa: We've had the time of our lives in many nice places :-)
[11:22] Daffodil Fargis: Didn't know your wife was also in SL. Nice :)
[11:22] Wlodek Barbosa: No 2 would be doing meditation (no technical sense intended) in Apollo's
taichi area...11
[11:22] Wlodek Barbosa: ... and in the floating jaccuzis :-)
[11:23] Wlodek Barbosa: ... great music there, very peaceful, beautiful scenery :-)
[11:23] Daffodil Fargis: :-)
[11:24] Wlodek Barbosa: And No 3 would be all the satisfaction and fun of teaching/learning/meeting
people in-world, also socially, like for my rezday every March 21st :-)
[…]
[11:25] Daffodil Fargis: 11. What potential do you see for Second Life in education general?
[11:26] Wlodek Barbosa: Hmmm... This is a BIG question...
[11:26] Wlodek Barbosa: I guess the main point for me would be this: VWs are the future of the web in
one way or another12.
[11:27] Wlodek Barbosa: The interface will be getting easier and more natural with every month.
[11:27] Wlodek Barbosa: The simulation of reality will be getting more and more realistic...
[11:28] Wlodek Barbosa: ... so it is natural to expect that more and more teaching/learning will move
online...
[11:28] Wlodek Barbosa: ... this means MUCH more than is currently supported by the 2d internet
such as LMSs (say Moodle), the community portals (such as Facebook), wikis, etc.
[11:29] Wlodek Barbosa: Such education is ultimately much cheaper than f2f with expensive teachers
and just a few students.
[11:29] Wlodek Barbosa: Now... I'm fully aware of the need for some f2f contact...
[11:30] Wlodek Barbosa: ... but even this is going to change, I believe, so that videoconferencing will
be regarded as f2f...
[11:30] Wlodek Barbosa: .. it's mostly the question of mental blocks which the older generation have
and the youngsters do not.
[11:31] Wlodek Barbosa: So... I believe the potential of SL on this background is absolutely great.
[11:31] Wlodek Barbosa: All those problems, such as hard- and software, connectedness, transfer, cost
notwithstanding.
[…]
[11:32] Daffodil Fargis: 12. What kinds of educational activities have you done in Second Life?
[…]
[11:38] Wlodek Barbosa: Daffodil - can you see the beauty of the moon reflected in the ocean?
[11:38] Wlodek Barbosa: This is what I like most about SL :-)
[11:38] Wlodek Barbosa: ... and the environment sounds...
11
http://www.youtube.com/watch?v=hSW8qiW-bto.
12
I believe I would not be as enthusiastic today as I was three years ago about 3d-VW-only internet. Time has
shown that attempts to render all of the web in the form of a virtual world, such as ExitReality
(http://3d.exitreality.com/), for example, have failed.
Włodzimierz Sobkowiak: Five years in Second Life 33
or: Phonetically Augmented Virtuality in Second Life English as a Foreign Language
[11:38] Daffodil Fargis: No, I think I'm facing the wrong direction. Have been admiring the beauty of
your wife :-)13
[11:38] Wlodek Barbosa: lol
[11:38] Wlodek Barbosa: She's beautiful all right :-)
[11:39] Wlodek Barbosa: But face east...
[11:39] Wlodek Barbosa: ... and the local light of the fire...
[11:39] Wlodek Barbosa: different colour to the moon of course...
[11:39] Daffodil Fargis: I can see the moon and the ocean but no reflections. That's my laptop
[11:39] Wlodek Barbosa: Pure poetry/magic to me :-)
[11:39] Wlodek Barbosa: OK... sorry.
[11:39] Daffodil Fargis: :-)
[11:40] Wlodek Barbosa: That's why the hardware is crucial in SL appreciation :-)
[11:40] Wlodek Barbosa: But let's get back to work.
[…]
[11:45] Wlodek Barbosa: In my environment I go for a freak, on account of my involvement with SL...
[11:46] Daffodil Fargis: You mean in your country? Among your friends/colleagues?
[11:46] Wlodek Barbosa: ... but that's OK. Somehow it does not bother me at all... Maybe because I am
university professor so I can afford more than lower ranks in terms of preoccupations and
behaviours...
[11:47] Wlodek Barbosa: Both country and local environment.
[11:47] Daffodil Fargis: That might well be true.
[11:47] Wlodek Barbosa: ... and I cherish this professorial freedom :-)
[11:47] Daffodil Fargis: I can imagine.
[11:47] Wlodek Barbosa: I do admit to a certain amount of evangelizing I do for SL in my
environment...
[11:48] Wlodek Barbosa: I believe this is my way of paying off my debt to Lindens, Kip, all the great
people I met here.
[11:48] Wlodek Barbosa: ... and quite simply expressing my joy of being in-world, I guess.
[11:49] Wlodek Barbosa: So this would be one point - for me SL is a very emotional topic... I believe
:-)
[11:49] Daffodil Fargis: I can see that :)
[…]
[11:53] Wlodek Barbosa: OK... maybe what I believe I need to learn in SL most...
[11:54] Wlodek Barbosa: Well.. mostly scripting, I guess...
[…]
13
A picture with the likeness of Danka Aichi was hanging on the wall of my house.
Włodzimierz Sobkowiak: Five years in Second Life 34
or: Phonetically Augmented Virtuality in Second Life English as a Foreign Language
2. SL as a MUVLE
Second Life is a Virtual World (VW). Or Virtual Environment (VE). The latter term allows a
nice transition, both conceptually and acronymically, to Virtual Learning Environment (VLE).
And, because SL, like most (if not all?) VEs, is also a Multi-User VE (MUVE), a parallel
transition leads to Multi-User Virtual Learning Environment (MUVLE). So, while to
‘ordinary’ people SL is a VW or a VE (and there is little sense of going into the potential
subtle differences between W and E), to educators it appears mostly as a VLE or MUVLE. A
host of other names and acronyms are in use, and it looks like every author writing on SL in
education has an ambition of creating a new term to refer to this new educational environment.
I will continue to think of SL as a MUVLE, even if this term itself does not offer an easy
definitional demarcation between such world-like 3d learning environments as SL and the
more traditional non-world-like 2d learning environments, called Learning Management
Systems (LMSs), as Moodle or Blackboard, for example.
Volumes have been written about the divide and the similarities between the two types of
environment, the pros and cons of either, and their respective predicted futures. Pedagogical
enthusiasts of SL as a MUVLE have mainly talked about its immersive potential, three-
dimensionality, constructive and collaborative spirit – all of these contrasted with the
traditional LMSs. The critics have pointed out the poor accountability of SL as an educational
environment, technical glitches and problems, the imbalance between education and
entertainment. There have been attempts to marry the two sides and avoid the flaws and
weaknesses of either, for example the SLoodle platform (http://www.sloodle.org/moodle). To
the extent that this debate touches upon the theme of central interest in this book, namely the
added value of SL for foreign language education, it will be taken up in the following pages.
But I will not try to relate deeply to the more global issues of the debate, such as, for example,
the question of effectiveness of teaching in SL/VW versus teaching ‘on the web’, be it on a
specific LMS platform, or simply using the resources and affordances of the internet. There
are now quite a few books on such global issues, as well as several serious empirical
comparative studies of teaching in 3d versus 2d, e.g. Sheehy, Ferguson and Clough 2010,
Hinrichs and Wankel 2011 or Topol (in preparation). See Chapter 2.2. for a very short
overview of the literature.
Educators would normally come to VLEs with some past history and knowledge of ‘flat’
LMSs, if only because there are nowadays few schools, colleges and universities without their
own LMS platform. Their attitudes and stereotypes with respect to a MUVLE such as SL
would also commonly be based on what they see and hear in the popular media, mostly TV
and the web. Younger teachers might have some experience of online gaming, as well,
including the MMORPG type. In this situation it is only natural that they would be looking to
SL for some new affordances for teaching, compared to either FL classroom f2f kind or LMS-
based distant e-learning kind. In short, they would be looking for the added value, which is the
central subject of this book. Before we inspect in detail the educational affordances of SL, and
decide whether or not it actually offers any added value to foreign language teachers, I believe
we should have a closer look at some of the properties of SL as a MUVLE, if only to use this
description as a scaffolding to later discuss the somewhat more esoteric characteristics of this
VW.
Entering SL as a newbie (or ‘noob’) can be a stressful experience. There are so many
fundamental skills to master, not quite unlike those humans must acquire early on in their first
lives: seeing, communicating, walking, organizing their posessions, using gadgets, etc. Only
Clothes, together with all other avatar posessions are kept in the inventory, which can grow in
size to many thousands of items. The same inventory would hold avatar shapes, gestures and
animations, textures, sound files, notecards, scripts and all sorts of objects, from jewellery to
castles. To an SL teacher the inventory is an absolutely incredible resource: s/he can pull out
of it and ‘rez’ (bring into existence in-world) almost anything instantaneously: a whiteboard, a
notecard reader, a picture, an audio recording, a videoclip, a board game, a class register, etc.
Any commonly used teaching aid in FL f2f teaching can be replicated and used in-world. So
far, there is no added value here, of course. But the teacher’s inventory can also hold objects
which would hardly be possible in FL, such as the PAVed objects which I will discuss in-
depth in Chapters 4.4. and 4.5. With this multiplicity of items of various kinds and
applications it is easy to lose track of some needed objects right when the teacher needs them
most urgently, in the middle of the lesson, for example. While inventory can be keyword-
searched and ordered in various ways (similarly to the contents of an ordinary hard drive), this
will only help if the teacher has some recollection of the name of the item. The only sure
policy when it comes to managing the inventory contents appears to be strict order and
continuous update and purging.
Among the inventory item types of most importance to educators is the notecard (‘nc’ in SL
lingo). Many teachers deplore the very modest editing functionalities of the built-in SL editor.
As a matter of fact, just very simple formatting in one font only is allowed, without even the
option of italics or bolding, at least in the SL viewers known to me. For many applications this
may indeed be a heavy limitation, but this does not stop notecards from being extremely useful
pedagogical aids. Even though entering phonetic transcription in a notecard is painfully hard, I
14
“The example of clothing was raised, with many arguing that as a professional educator they would always
wear appropriate clothing in class – which seemed to mean clothing that was not sexually provocative or
aggressive in character” (Biggs 2009:17). “It’s just like in real life. If someone has fifteen safety pins in her face
then you will have some specific reservations or a specific way to act in relation to her. And it is the same here, in
Second Life” (Jensen 2012:213).
Włodzimierz Sobkowiak: Five years in Second Life 37
or: Phonetically Augmented Virtuality in Second Life English as a Foreign Language
have found myself using notecards on very many occasions in my teaching, in clear preference
to a whiteboard, for example. The main advantages of notecards include:
(a) flexibility of use: notecards can be distributed in various ways, shared among students,
copied at will15, stored easily, attached to other notecards (i.e. embedded) and group
notices, etc.,
(b) ease of transfer into and from FL: notecards can be made from text normally copied (in
FL) and pasted (in SL), this in stark contrast to photographs, pictures and textures,
which cost ten Linden dollars a piece to upload to SL (and may cause other problems,
such as proper scaling),
(c) media embedding: objects such as textures, sound files or landmarks (as well as other
notecards) can be easily embedded in notecards to produces a fully fledged educational
multimedia resource.
This last advantage is not of much added value compared to, say, Word for Windows, of
course, but it is certainly a very didactically useful feature of the otherwise rather plain SL text
editing functionality. In my own teaching I have used embedding many times, for example in
producing 2d versions of some of my PAVed games, whereby the sounds would be entered
into a notecard itself, rather than into a 3d object lying on the SL ground.
Once the new resident feels reasonably conversant with the GUI of SL, i.e. with the basic
menu options, avatar appearance tweaking and inventory, it is time to start exploring the
environment. The skill of fundamental importance for all residents at this point, but for
educators especially, is camera control. By default, the ‘point of view’ of the person
manipulating the avatar is a few meters behind and above the avatar head. This camera
position can be adjusted with almost no limits, meaning it is possible to position one’s point of
view anywhere in the concentric spheres whose centre is the viewer’s avatar. This freedom
tends to be quite overwhelming and somewhat confusing to newbies, as this is one of the
features of SL so different from what humans are used to in FL. While most SL guides for
newbies show the blue on-screen camera controls as the default method to control one’s point
of view in-world, I believe the best, fastest, and by far most convenient method is really using
the Alt key in combination with the mouse left key and wheel. Fast and unobtrusive
adjustment of view distance and angle is of crucial importance for teachers, of course, who
must interact in various ways with a number of students at the same time. Immediate zoom,
for example, can help decide which of the present avatars is currently speaking (there will be
green waves around the white dot above its head). On a less technical level, most residents like
to face the interlocutor, exactly like in FL, so immediate switch of camera focus may be
extremely useful for the teacher who wishes to address a number of individual students in turn.
If voice is switched to be heard ‘from camera position’, rather than ‘from avatar position’,
skillful manipulation of the camera is also fundamental for proper hearing in-world16.
Sound and voice issues in SL remain one of the most serious problems which educators, and
especially language teachers, must face. As mentioned above, voice communication was a
relatively late addition to the functionalities of SL: it appeared in July 2007, i.e. when SL was
four years of age. Some residents, including some learners, refuse to use voice even nowadays
for a variety of reasons (see Wadley, Gibbs and Ducheneaut 2009 for an excellent treatment).
These will be detailed below, when I discuss aspects of teaching pronunciation in-world.
15
As long as they are made to have so-called 'full perms', which is easy to do.
16
I am deliberately avoiding more advanced viewing/camera issues here, for example mouselook, machinima or
avatar gaze control. These would require a separate lengthy treatment.
Włodzimierz Sobkowiak: Five years in Second Life 38
or: Phonetically Augmented Virtuality in Second Life English as a Foreign Language
Those who do use voice are likely to experience a variety of problems, from breaking (usually
due to slow internet connection of poor mike quality), through overdrive (when the mike is too
close to the mouth, or when the input sound level in SL or in the PC is too high), interference
and echo (when many residents have their microphones open at the same time), to complete
silence (when the SL voice server has a temporary failure, and needs to be restarted). Quite
independently, many newbies cannot adjust the voice controls properly in their SL clients, and
some do not even know where the button is which must be depressed to start speaking (and
clicked again to stop!). Even very experienced residents tend to forget to push the speak
button, only to discover that what they had just said was not heard by anybody, or to keep the
mike open, with all the extraneous (and sometimes embarrasing) FL noises transmitted into
SL. With all these effects it is not uncommon to observe lessons in-world where most of the
time is taken up by solving issues in one way or another connected with voice, with the
teacher instructing newbies in proper voice control, at the same time struggling with his/her
own controls (for example muting participants who fail to heed repeated appeals to close their
mikes). In this situation there is little universal advice one can offer beginning teachers,
except: have lots of patience and adjust the planned timing of your lesson to allow for such
problems. Also, like in many other difficult situations: have a contingency plan ready not
requiring voice (if possible).
Because text chat is such a sturdy technology it is commonly used on those occasions when
voice fails, as well as by those residents who would rather not speak in voice. As a method of
communication in-world local/public text chat is also the easiest to learn: chatting proceeds in
much the same way as it does on dedicated servers on ‘flat’ internet, be it on Skype or
Facebook, for example (which means that touch-typing skills are at a premium here too).
There are certain features of SL chat which are slightly different, of course, for example the
fact that it is public and spacial, which means that every passing avatar in the radius of twenty
meters from the speaker (including in the sky, under the ground, and behind a wall by the
way!) will be able to read it. ‘Whispering’ reduces the distance to 10 meters, while ‘shouting’
extends it to 100 meters. This means that in some public gatherings, including lectures and
workshops, the ‘speaker’ will not be heard beyond a certain range if she/he uses the ordinary
chat level. Should a teacher choose to use public text chat for instruction s/he should be aware
of this issue, of course. On the other hand, should s/he want to address one selected student
only (for example to gently remind him/her to close the echoing mike), s/he will need to use
the private one-on-one chat channel, i.e. the Instant Message (which can also be conveyed in
voice, by the way). This channel has no spacial or temporal restrictions, and in this sense is
more like the chat experience we all know from ‘flat’ internet. There are, of course, pros and
cons of either type of text communication, and which method is selected will depend on the
aims of the communicators and the context of use. It may be remembered, for example, that
Daffodil Fargis chose to interview me in text chat rather than in voice, and this mainly because
of the easier later processing of text, compared to a sound file.
There is one more feature of public text chat which is very pedagogically inspiring: it allows
and invites multitasking and backchanneling. Experienced residents in social situations would
normally multitask heavily, both in-world and out. For example, they would be talking in
voice, while controlling their avatar body and gestures at the same time, concurrently
answering an incoming IM call and monitoring for their friends’ appearance in-world, all
while adjusting the streaming music level and the voice level of their interlocutors, as well as
experimenting with the best camera position for the ongoing conversation. As far as
communication in-world concerned, quite apart from what they might be doing in FL at the
given moment, some students would be likely to speak, public-chat and IM at the same time.
This is, after all, not very different from they have got used to doing in their FL class. Some of
Snapshot 18. Multitasking with the SL GUI: inventory, chat, notecard and more
There are five windows opened directly on the main screen of the SL GUI, from left to right:
(a) local voice chat ‘active speakers’ window (here showing only one speaker, Wlodek
Barbosa), (b) IM window with a text chat going on between Barbosa and Salty Saenz, (c) a
notecard window showing the beginning of the text of one of my pronunciation activities:
“Find objects whose names...” (activity in Appendix 6.), (d) a fragment of the main inventory
window, with the SLEnglish folder open, and (e) above it, the local map window, here
showing most of the island, with avatars marked as yellow dots (me at the vertex of the view
cline towards NE, and another avatar in the SW area). At the bottom of the screen the local
chat window is open, and some other standard elements of the GUI are visible, such as the top
menus and the bottom buttons. Regardless of which specific viewer the SL teacher might be
using (here the oldest viewer is shown), the screen clutter would probably be similar, and is
17
“Text chat is very useful in that it can be saved and sent to the students at the end of the lesson. This is
comparable to a handout in real life, and the teacher needs to make sure that all the important language and key
terms discussed in the lesson appear in text chat as well. Of course as a teacher this means that one needs to be
able to speak and use text chat at the same time” (Hundsberger 2009:12).
Włodzimierz Sobkowiak: Five years in Second Life 40
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the feauture of SL which newbies must quickly get used to if they are to enjoy their SL (and
teaching there, if any).
Multitasking is not limited to the screen, of course! Chances are the teacher would have other
resources ready at hand electronically, and FL has its demands, too. Here is a description of
my multitasking during one of my own lessons in-world, taken from the write up of my
experience of SL teaching with LanguageLab:
“One window for IM, with tabs for the Mentor, fellow team teachers, and whoever of the
online friends wanted to drop a line at this very inopportune moment. Another window
with the notecard holding the vocabulary items in use. One window with the lesson plan
– to know what to do next, just in case. The near-speakers window to turn loud ones
down and soft ones up. The chat line was also open to drop text there if somebody had
audio problems, or simply to reinforce the message (also good for archiving). A low tech
piece of paper on the desk by the mouse – to jot down quick notes. A few MSWord
documents open concurrently in good old Windows. The muting button on my headset
cable to press when my grandpa clock strikes – to avoid confusingly streaming the sound
into the world (there’s some charm in the out-of-world sounds in SL, however :-). The
feats of multitasking!” (http://ifa.amu.edu.pl/~swlodek/First lesson in SL.pdf).
Body language, especially gestures and animations, is seldom used in SL to the extent made
possible by the system. This is mainly because, unlike voice and text chat, it does not come
instinctively as a method of communication, but rather has to be deliberately switched on and
manipulated. Additionally, the default avatar body posture animation in SL is hardly more
than a subtle swaying movement signalling life. Eye blinking and lip movement while
speaking are built-in, too, but hardly visible from a distance, so that appreciation of this aspect
of avatar animation requires zooming one’s camera rather close to the speaker. One more
animation present by default and triggered automatically is the typing gesture when the user is
communicationg in public text chat. What newbies typically find painfully missing after a few
hours in world is a system of gestures coordinated with speech; it is hard, after all, to find
speakers in FL who would let their hands hang motionless while speaking. Such speech
gestures, which are triggered by the microphone signal and do not need to be controlled
deliberately, reside in the avatar inventory, but must be activated, and newbies may not know
how to do that. The gestures are not, however, in any sense coordinated with the content of
speech, so – even though they do give avatars some natural body movement when
communicating – after a while they, too, can make an impression of artifice.
All other gestures and animations useful in classroom communication (with the exception of
half a dozen items available from the inventory ‘library’ by default) must be either bought or
created from scratch. The student’s hand-up gesture, for example, which was mentioned
above, is not provided by the SL simulator. The direction of the avatar gaze can be controlled
with some experience, but – like other such movements – requires a deliberate decision and
mouse manipulation every time it is changed. A pointing gesture (other than point-at-you,
which is built in) is hard to effect, so that the only substitute to pointing at an object – an
extremely useful and common educational gesture in FL – remains an attempt to edit the
object. There is then a visible stream of particles between the avatar hand and the object. This
is not always a viable option, however, because permissions to edit objects in-world vary
widely, so that avatars would normally be able to do this with a tiny minority of items only.
Alrayes and Sutcliffe report that all their 38 students “suggested having the ability to point to
enhance the interaction with the objects in SecondLife (sic – WS/B), especially for
presentation purposes” (Alrayes and Sutcliffe 2011:14). To get around this problem I have
usually nominated the desired object for students by simply walking up to it and saying: “I
Włodzimierz Sobkowiak: Five years in Second Life 41
or: Phonetically Augmented Virtuality in Second Life English as a Foreign Language
mean the object lying at my feet”; certainly not the most natural method to refer to the
‘physical’ environment!
On top of the inherent weakness of gesture simulation, which is due to the SL system itself,
there is generally little awareness of the importance of body language for communication even
in FL, mostly because it is heavily automatized and reflexive. And yet, in SL all those subtle
handwaves, head tilts and body sways, which we would perform in FL without even knowing
we are doing it, must be consciously and deliberately triggered, either by clicking on the
dedicated menu and scrolling to the one required (see the bottom menu ‘gestures’ in Snapshot
18 above), or by a text chat shortcut (usually typing the right slash followed by a mnemonic,
e.g. /wave). Thus, with such psychological and technological hurdles, it is not surprising that
gestures are pedagogically underused in-world. This is deplorable because, as shown by
Sabine Lawless-Reljic (SL=Willow Shenlin) in her doctoral dissertation The effects of
instructor immediacy in Second Life (defended in-world on March 3rd 2010), the perceived
teacher immediacy, clearly partly dependent on body language, is a factor contributing to
student achievement in-world.
It remains to advise both beginning and experienced teachers that they recognize the
importance of body language for teaching and acquire the necessary skills to put this
realization into practice. “For instructors wishing to bolster their own nonverbal immediate
behaviors while teaching in Second Life, the recommendations (…) are: (…) (b) using one’s
avatar to gesture and smile (…), (c) moving the avatar around them (virtual) location where
the class is taking place (…) (d) and positioning the avatar so that it is facing the students”
(Anderson 2009:110).
There are many other properties and functionalities of the SL environment and GUI which are
potentially of some relevance to educators, including language teachers, and which should be
discussed at length, were this book a general introduction to SL for FL teachers. The selection
above was dictated in part by its elementary character, and partly by its pertinence to the
debate on the added value of SL in language teaching, as well as to the idea of reification and
augmentation. For example, to conduct an activity with PAVed objects the teacher and the
participants must be able to: (a) see them well and at close range (if only to be able to read the
hovertext above them), which requires good camera skills, (b) to manipulate them by moving
Włodzimierz Sobkowiak: Five years in Second Life 42
or: Phonetically Augmented Virtuality in Second Life English as a Foreign Language
around, which calls for a number of skills, but mostly those connected with handling objects
in-world18, (c) to listen to the emebedded sounds, which needs skillful control of the audio
sliders and some other arcane knowledge (listening to sound files playing in-world or
‘locally’, i.e. on one’s PC only, inaudible in-world), not to mention the very obvious need
(d) to communicate with one another, both by voice and text chat.
Among the affordances of SL which I have not described and analyzed are those which will be
treated in some more detail later, such as holodecks (see Chapter 2.2.), and those which I will,
by and large, ignore, such as MoaP, or Media on a Prim technology, which makes it easy to
view all web content in-world, including for example YouTube video, a feature of obvious
importance in education, and language teaching in particular. Communal videoclip and movie
watching by a congregation of avatars on a big screen in-world brings undeniable pedagogical
advantages, of course, compared to the situation when all participating residents watch the
material individually and without synch out-of-world. This option, however, does not by itself
bring much added didactic value compared to a similar setup in a FL f2f classroom, where
multimedia are nowadays a matter of course. This is why it will not be discussed further here,
beyond pasting the following snapshot taken in my launchroom on March 14th 2012 during a
listening comprehension activity, with Katie Melua’s Secret Symphony trailer on screen.
Snapshot 20. Katie Melua’s Secret Symphony trailer on the screen in-world
There is one more key educator skill, however, which I believe should be mentioned in this
section before I pass on to talk about specific SL affordances for teaching: how to handle
griefing. Griefing is defined as “activities designed to make another player’s life or experience
in Second Life unpleasant”, or like this: “A griefer is a player in a multiplayer video game
who deliberately irritates and harasses other players within the game, using aspects of the
game in unintended ways. A griefer derives pleasure primarily or exclusively from the act of
annoying other users” (http://en.wikipedia.org/wiki/Griefing), and is certainly not unique to
18
‘Handling’ is defined here with respect to the GUI and physics of Second Life, not the cyberglove-enabled
handling of objects in true 3d environments. “The lack of haptic and sensory domains serves to partially
demonstrate the divergence of 3D virtual worlds from virtual reality” (Scopes 2011:8).
Włodzimierz Sobkowiak: Five years in Second Life 43
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SL/VWs. Unruly and spiteful behaviour is known from social networking places as well,
although it may be called other names, such as ‘trolling’, for example. So what can a teacher
do when an avatar engages in some seriously disruptive behaviour which could jeopardize the
flow of the activity? There are of course many potential remedies, just like there are many
types of griefing: dropping foul language in text chat, pushing other avatars, playing loud
sounds which can completely obliterate voice communication, meddling with the whiteboard
and other aids and resources, rezzing hundreds of objects, which can finally crash the
simulator, are just some examples.
Some griefers would be satisfied with the shocking value of some taboo words, and simply
pass on after a while. Some others would not stop before the entire SL island comes to a
standstill and no further activity is possible. The most serious offences can best be dealt with
by the owner of the island only, because it is in his/her power to eject the offender and get rid
of whatever objects were rezzed or scripts started. I believe the best a teacher can do, when
griefing starts in the middle of an activity, is first to try to talk some sense into the griefer (in
case s/he doing this out of ignorance rather than spite), and if this does not help... ignore
him/her. Ignoring the offender is probably the best option in all griefing save the most
seriously disruptive ones, because (like with trolling on Facebok, for example), it removes the
primary motivation behind the griefer’s action: the obsessive egotistic need to be noticed. One
example: In a griefing event which occurred during my pronunciation activity in Virtlantis on
June 13th 2012 somebody rezzed a rain of excrement falling on the island. While certainly
unpleasant (especially to the immersive residents), it did not disrupt our activity seriously
because we could still communicate easily. I used this occasion to teach my students’ the
pronunciation and pragmatics of the phrase Who threw poo, providing an excellent opportunity
to practice the long tense high-front vowel in English.
19
"Affordances to właściwości środowiska, które na coś pozwalają. Aby móc sprawnie funkcjonować, trzeba
zachowywać się w zgodności z nimi. Przykładem może być sznurek wiążący dwie części rozkładanego krzesła, -
po rozwiązaniu pozwala on na jego rozłożenie. [...] Zmęczony człowiek szuka w otoczeniu płaskiej powierzchni,
aby usiąść lub się położyć. [...] Inaczej mówiąc affordances są to takie cechy otoczenia, które mają znaczenie dla
poznania i zachowania" (http://akaszik.w.interia.pl/procesy_poznawcze_wyklad_3.pdf). Notice that no attempt is
made to translate the very term affordance into Polish, not even as a calque equivalent afordancje. This shows
that the concept has hardly at all been integrated in Polish scholarship of the subject.
Włodzimierz Sobkowiak: Five years in Second Life 45
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mindedly, then, and precariously balancing on the edge of a vicious circle, let me offer the
following definition: “an educational affordance is a quality of an object, or an environment,
that allows an individual to perform an educationally relevant action” (see Rambusch and Susi
2008 for an in-depth analysis of the concept of affordance in the related context of computer
gaming).
Now, what affordances, and what educational affordances, does Second Life offer? What are
its qualities as a (MU)VLE that allow individuals (avatars in-world and/or their ‘drivers’ in
FL) to perform some educationally relevant action? As I mentioned above, there are many
answers to this question in the available literature of the subject. I will aggregate and discuss
them below. Notice first that all of them are positively marked on the axiological dimension.
In other words, all of the authors dealing with the issue of educational affordances of SL only
point out the positive or advantageous ones, even though standard definitions of affordance do
not stipulate this, staunchly remaining axiologically neutral. “Perform an educationally
relevant action” could include griefing as well, to take an arguably far-fetched example. Yet,
none of the authors referred to below would ever admit such examples and classifications.
This may be a minor point to start a discussion of a grand topic, but then maybe it is
reasonable to dispose of this issue right away.
What do the makers of SL, Linden Lab, have to say about the (educational) affordances of
their world? Even a casual look at their main website reveals some possible answers. Here is
the list, taken from http://secondlife.com/whatis/ on August 3rd, 2012:
Second Life is a 3D world where everyone you see is a real person and every place you
visit is built by people just like you. Enter a world with infinite possibilities and live a life
without boundaries, guided only by your imagination.
• Exploring and Discovery. Travel with friends to thousands of beautiful and exciting
places — all created by the Second Life community.
• Filled with Friends. Millions of people have already joined Second Life. Chat for free
using voice or text with folks from around the world who share your passions and
interests.
• Self-Expression. Dress up and design a new 3D you. There are thousands of designer
items to explore in our Marketplace where the selection is as endless as your
imagination.
• Endless Fun. Every day there are thousands of new experiences and events created by
the Second Life community.
• Artistic Bliss. Discover your artistic talents and share them instantly with friends. Take
beautiful snapshots, create machinima videos or build something from scratch inside
Second Life.
Now, the above is not part of an academic treatise on the affordances of SL, of course, but a
piece of PR pitch by the makers and sellers of the product. But some crucial affordances are
indeed correctly identified: building, creating, exploring, chatting, sharing, self-expression,
fun. Now, if we were to be satisfied with just this list, which of the affordances provided by
LL would count as educationally promising? I dare say: building20, creating, exploring,
chatting, sharing, self-expression, fun, i.e. all of them. This is because there are potentially
“educationally relevant behaviours” inherent in all these activities. And which might count as
affordances from the point of view of a foreign language teacher/learner, call them linguistic
20
“The crux of Second Life® learning is world-building” (Aurilio 2010:10). “The primary distinguishing factor
between virtual worlds and other Web 2.0 applications is their generative capabilities. Users can create three
dimensional objects that can be seen and used by the person that created the object as well as other users in the
virtual world” (Kluge & Riley 2008:129).
Włodzimierz Sobkowiak: Five years in Second Life 46
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affordances? Again, potentially all of them, with some qualifications in the case of
building/creating, which can be conducted singly, without much need for interpersonal
communication. This across-the-board usefulness of SL affordances in education is not
particularly surprising if we realize (and there is never enough reminding) that SL is a world,
i.e. the type of environment richest in affordances from all those known to mankind. And
practically each and every such affordance can be exploited educationally if need be and skills
suffice. This is how all properties of the environment are used by infants in FL: for learning.
No wonder they progress so quickly!
This is one crucial observation about their own creation which apparently escapes the CEOs
from Linden Lab. Consequently, when we look at the educational pages of the SL wiki we see
the following picture, a prototypical icon of a college classroom, with tables nicely arranged in
rows, facing the whiteboard and the teacher, and students standing up when asked a question.
How, then, is this “a new model for engaged, collaborative learning”?
I believe part of the confusion and misunderstanding here is due to the lack of clarity with
respect to the term of comparison for SL education. To oversimplify, is it f2f classroom setting
of FL or the distance e-learning model known from online LMSs? The above scene shows “a
new model” only if compared against the latter educational setting, but not vis-à-vis the
former. At least not without further provisions. This confusing issue in the added value debate
will be discussed much more in the pages and sections to come.
So, what do academic researchers have to say about the specifically educational affordances of
VWs in general and SL in particular? In the ESL-oriented review of SL of June 2008 Karina
Silva had the following to offer, acknowledging other authors: “The sense of telepresence
obtained by having an avatar is considered to be one of the benefits of SL for education”.
Indeed, to many other researchers, “an early and central value of virtual worlds is that they
provide a sense of presence” (Aldrich 2009:49). Other crucial points made by Silva in this
connection, this time relating directly to what I called above ‘linguistic affordances’, are as
follows:
“Among the advantages of SL for educational purposes, experiential learning,
collaboration, social construction of knowledge, and role playing, have been highlighted
(…). Learners can work together with other learners as well as with native speakers of the
target language; they can collaborate to create objects; they can role play situations such
21
See here, for example: http://massively.joystiq.com/2008/05/15/augmentation-vs-immersion-the-debate-that-
never-was/ or here: http://www.rikomatic.com/blog/2006/10/immersion_versu.html.
Włodzimierz Sobkowiak: Five years in Second Life 48
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SL for its educational affordances and benefits, will be recurring themes in the added value
debate of 2009 presented in abridgement below.
White points to the fundamental importance of immersion for learning in VWs: immersed
learners (true ‘resident’ learners) learn better because they invest themselves in the virtual
experience, rather than treat it as just another tool. They blog and comment, they offer
opinions and “socialize around a programme of study”. Such willing bloggers can – with
particular reference to foreign language learning and teaching – expect to develop language
proficiency faster and less painfully than those who only ‘visit’, without feeling immersed. I
have experienced exactly this effect in my pronunciation students in Virtlantis. The ones who
seemed most immersed (judging by the time logged in-world, the intensity of in-world
interaction, as well as by their own declarations) progressed the fastest: their fluency increased
rapidly, their vocabulary repertoire grew amazingly, their self-confidence reached new levels.
Having had this experience, I tend to agree with voices vindicating the role of emotion as one
exponent of immersion and a good predictor of learning efficiency. Here is one such voice
from Rafał Moczadło, a Maria Curie-Skłodowska University specialist in distance education
(my translation): “People talking about the didactic quality of SL underestimate immersion.
The feeling of immersion in an environment is quite important because it generates
emotions”22 (http://historiaimedia.org/2010/06/22/kulturoznawstwo-2-0-czyli-projekt-jarocin-
85-w-second-life). A similar opinion is put forward by Woollard 2011: “When the learner
reflects that the experience is strange, different, novel, new or even perverse or wrong, then
they are engaging emotionally with the activity. It is that emotional engagement that can drive
or diminish the cognitive engagement” (Woollard 2011:32; Riva et al. 2007 reach similar
conclusions).
Apart from White above, there are some other findings in the pertinent literature strongly
corroborating the hypothesis that educational (and linguistic) advantages accrue to those
learners who are the immersed residents. For example, Annetta, Folta and Klesath quote a
number of sources supporting the conclusion that “student self-identity and presence (…) are
strongly correlated with student satisfaction and enhanced student engagement and
performance within virtual learning environments” (Annetta, Folta and Klesath 2010:78). In
his excellent PhD dissertation, Childs finds that “a learner that does not experience presence
will almost certainly not be satisfied with the learning activity; a learner who does experience
presence will almost certainly be satisfied” (Childs 2010:232). The author of the wikipedia
article on VW language learning
(http://en.wikipedia.org/wiki/Virtual_World_Language_Learning) considers immersion as one
of the most vital learning experiences propitious to the process of acquiring a foreign
language:
Virtual world language learning can be considered to offer distinct (although combinable)
learning experiences.
• Immersive: Immersive experiences draw on the ability to be surrounded by a certain
(real or fictitious) environment that can stimulate language learning.
• Social: Almost all 3D virtual spaces are inherently social environments where language
learners can meet others, either to informally practice a language or to participate in
more formal classes.
• Creative: A less-developed approach to language learning in virtual worlds is that of
constructing objects as part of a language learning activity.
22
Original: „Bardzo często osoby wypowiadający się na temat jakości dydaktycznej SL nie doceniają
immersyjności. Poczucie zanurzenia w jakimś środowisku jest dosyć istotne, bo wywołuje emocje”.
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So, what exactly is immersion, this fundamental (educational) affordance of VWs/SL? To start
off with wikipedia again:
“Immersion is the state of consciousness where an immersant’s awareness of physical
self is diminished or lost by being surrounded in an engrossing total environment; often
artificial. This state is frequently accompanied by spatial excess, intense focus, a distorted
sense of time, and effortless action. The term is widely used to describe immersive virtual
reality, installation art and video games, but it is not clear if people are using the same
word consistently. (...) The sensation of total immersion in virtual reality (VR) can be so
described: ‘You lose your critical distance to the experience and get emotionally
involved. It could be not only a game you are a part of, but any kind of experience. ...
You feel as if it is very real but know it is not’”
(http://en.wikipedia.org/wiki/Immersive_digital_environment).
As would be unavoidable in humanities, this definition, whereby “immersion is the state of
consciousness”, could hardly go unchallenged. According to Dalgarno and Lee, this is the
early (read: dated) definitional convention:
“In early writings about VEs, there was a tendency to use these terms interchangeably;
subsequently, debates occurred in the literature about the definitions of these terms (see
for example, Slater, 1999; Witmer & Singer, 1998). We concur with Slater (1999, 2003,
2004), who defines presence as the subjective sense of being in a place, and immersion as
the objective and measurable properties of the system or environment that lead to a sense
of presence. In other words, immersion relies on the technical capabilities of VR
technology to render sensory stimuli, whereas presence is context-dependent and draws
on the individual’s subjective psychological response to VR (Virtual Reality – WS/B)”
(Dalgarno & Lee 2010:13).
Childs 2011, in turn, offers further detailed taxonomies and increasingly subtle distinctions of
the concept of presence in VWs/VEs, such as: mediated presence, telepresence, virtual
presence, copresence, social presence, self-presence or embodiment, i.e. “users’ mental model
of themselves inside the virtual world (Biocca, 1997)”.
I see little practical benefit in going deeper into such definitional subtleties, at least not in this
book, which is not focussed on the issue of immersion/presence as such, even if I freely admit
its importance for EFL teaching/learning succes in SL. However, considering that immersion
remains only one of the specific (educational) affordances of SL, let me propose to close the
terminological discussion here on a lighter note, with the very practical question of
measurement. While any reliable measurement of SL immersion is tricky for a number of
methodological reasons, here is a selection of some of the less subjective criteria of immersion
from a list I first compiled in January 2009, while engaged in lively debates about SL as part
of the TESOL EVO VWLL course. The full list, as well as a certain number of comments and
reflections on immersion gleaned from a variety of blogs and discussion lists, is available at
http://grou.ps/zajek/blogs/item/immersion-in-sl.
“You know you’re immersed in SL if: you don’t hear the RL phone ringing, you see
nothing wrong in people getting married in-world23, you find nothing strange in the
concept of in-world cemeteries, you feel you must face other avs when you talk to them,
you’d rather listen to the SL radio than your own CD-player, you’ve found yourself
romantically attracted to an avatar, you love your SL house and like to lounge there, you
23
“When people become so immersed in a virtual environment, such as the virtual marriage in Second Life©
between two people who never met in real life, it is high time to rethink how learning is transmitted” (Annetta,
Folta & Klesath 2010:21).
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tweak your av from time to time to look better24, you’ve got by far more clothes in-world
than in RL, you’ve tried hang-gliding, scuba-diving, bungee, balooning, and other
extreme sports in-world, you regularly take your RL/SL partner to dance in-world,
you’ve experimented with sexual pose-balls, you remember your partner’s rezday”.
This list was offered partly tongue-in-cheek, but I am certain it corresponds well to the
feelings and experiences of many SL residents. This conviction is partly built on the content of
multiple messages on SLED, where long-time residents of VWs share their immersive
reflections. One example, from November 1st 2009: “But in general, I think there’s two types
of people, the ones who don’t care if their avatar is buck-naked, and the ones who react as they
would if suddenly their RL clothes disappeared. It probably has to do with how much we
identify with our avis, as you said. But as to WHY some identify that much with their avis,
and others don’t, I have no idea”. It is hardly at all apparent from the published SL literature
either, incidentally. In his highly acclaimed essay Zen and the art of avatar maintenance, John
Kirriemuir says: “Some people, when encountering a virtual world, want to ‘be’. Others just
want to ‘do’. Others still don’t even want to ‘do’ that. Why?” (Kirriemuir 2010:2) – and he
finds no answer to this question.
So far I have reviewed some of the educational affordances of VWs/SL as discussed in the
literature. The picture is not all rosy, however, so let me now briefly look at the disadvantages
or counter-affordances of SL for education. There is no shortage of authors and sources rather
severely critical of SL and other VWs, and that for a variety of reasons. Some of the criticism
is arguably due to poor acquaintance with, and understanding of, the environment, as well as
to preconceived and ideologically fossilized prejudices, often generated in reaction to the
perceived SL’s disruptive technology value25. For example, one of the most loudly voiced
criticisms of SL as a MUVLE in the USA has been that it is not a student-safe environment,
that it is one where the educators have little control on what can happen during the lesson,
especially when it is planned to be of a more open kind, with tours or quests in not necessarily
PG-rated regions of the world (incidentally – the SL affordance very highly valued by
language teachers, as we will see later in Chapter 2.2.). Incidents of griefing, pornography,
stalking and other types of similarly antisocial acts were mentioned in this connection.
“Example keywords and phrases that emerged to reveal this context included, ‘playground for
sexual experimentation,’ ‘legal liabilities,’ ‘sexual harassment,’ ‘accountability,’ ‘assault,’
‘legal and ethical complaints,’ ‘institutional liability,’ and ‘murder’” (Westmoreland Bowers,
Davis and Neely 2010:151). Only a few isolated voices have dared to point out that if there is
a problem, it is not specifically with the ethics of SL as a VW (which is by and large like that
of FL), but with the regulations and customs of the American educational establishment,
which verge on the hysterical when it comes to shielding young people from the bare truth of
real life (rather than discussing it).
Not all criticism has been ill-informed, however. Some real problems with SL have been
raised which function as educational counter-affordances, i.e. such properties of the
environment which make it positively hard to use for teaching and learning. Most typically,
such issues have been mentioned as: (a) the steep learning curve on entry and poor newbie
experience, (b) the glitches of the software on both sides: server and client, (c) the exorbitant
24
“Most respondents make body and facial features for their avatars similar to, but with some improvements on,
their real appearance” (Messinger et al. 2008:8).
25
"Disruptive technology is a term coined by Harvard Business School professor Clayton M. Christensen to
describe a new technology that unexpectedly displaces an established technology. (...) Disruptive technology
lacks refinement, often has performance problems because it is new, appeals to a limited audience, and may not
yet have a proven practical application” (http://whatis.techtarget.com/definition/disruptive-technology).
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hardware requirements, (d) the complexity of the Linden Scripting Language used to animate
everything in-world, (e) lack of dedicated mechanisms enhancing educational affordances, like
those built into LMSs by default, (f) poor support for educational institutions and
organizations on the side of Linden Lab (especially after 2009), and some others26.
In my October 18th 2008 interview with Kip Yellowjacket, which I conducted as part of an SL
demo to some of my FL students, I asked him two questions about the relative pros and cons
of SL as an educational platform. This is what he aswered:
“2. How is SL as a VW better for EFL than dedicated distance e-learning systems?
I don’t think the question should be whether a virtual world such as Second Life is
BETTER than other e-learning systems or platforms. Virtual worlds simply offer us an
immersive 3D component which can be viewed as an add-on to any existing e-learning or
distance learning system. Virtual worlds will need to be further developed before they
can be seen as being stand-alone e-learning solutions.
3. What are, in your opinion, the main downsides of SL as an educational platform?
I think SL is a perfect platform for a learner who already possesses a voracious appetite
for learning. The initial learning curve which one confronts in SL can be a bit
intimidating for those who quickly grow impatient during the learning process. Those
who struggle with new internet technology, and are not especially tech savvy, will likely
find a virtual world experience such as Second Life frustrating. User experience in SL
also varies from user to user. Hardware insufficiencies, lack of technical troubleshotting
skills, and overall platform unreliability can lead to a lot of variation in user experience.
More development is needed to make virtual world platforms such as Second Life more
stable. Stability and a predictable user experience are crucial elements in any e-learning
strategy”.
Some elements of the first answer will be picked up again later in this book, when I discuss the
added value of SL for language education. While I might take issue with Kip’s dismissal of the
‘better’ question, I am fully in agreement with his second claim: VWs are no more “stand-
alone e-learning solutions” nowadays than they were four years ago. The educational counter-
affordances of SL/MUVLEs mentioned above are only partly to blame for this state of affairs,
however. Some other global technological and economic developments have also been
instrumental.
As far as the downsides of SL as an educational platform are concerned, I believe Kip
provided a very succinct overview of the main points to be found in research. The first point in
particular is one which sometimes escapes the more technologically minded analysts of SL
education because it concerns human factors. The ‘nothing to do in SL’ is a notorious slogan
exploited by some critics, and apparently reflecting the sentiments of newbies, especially
newbie teenagers, who are used to be guided in VWs, just like they are in FL by the family,
the school and the mores of society. This is why they find MMORPGs an environment with
which they identify much more easily: the rules, goals and incentives are clearly formulated
and guarantee success if obeyed closely. Not so in non-gaming SL/VW/VE.
26
“There are many objects in SL that could interfere and disrupt students when attempting to complete given
tasks. For example, it may not be appropriate to select a seashore site in SL where, among other things, several
dolphins regularly jump out of the sea when the students need to concentrate on a discussion that is not related to
dolphins” (Wang et al. 2009:18).
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There is relatively little empirical research on the exploitation of educational affordances of
SL/VWs. ‘Significant difference’ queries (see Oblinger and Hawkins 2006 and
http://www.nosignificantdifference.org) are notoriously difficult to study empirically. It is
even hard to imagine a controlled experiment where, say, two groups of students would have a
differential treatment: one performing the same task in FL or on web2, the other in-world. To
properly test a hypothesis of a significant pedagogical difference the experimenter would need
to keep incredibly many variables under strict control, so that the putative differential effect
were not due to an extraneous variable of some sort, rather than the effect of SL immersion,
reification, simulation or any other of the many potential affordances. There are very few
studies which even attempt to apply such controls. Here are some of them. Jones and Bronack
report that UNT students
“felt that the 3D online learning environment provided the same level of satisfaction and
interaction as the face-to-face course (...) When the 3D online learning environment was
compared to the Web-based course delivery, students felt that the 3D online learning
environment provided a much richer and satisfying learning experience” (Jones and
Bronack 2006:108).
The students using the 3D online learning environment showed accelerated discourse, a
greater number of exchanges on average by week, and prolonged interaction via e-mail
over the semester” (ibidem, page 110).
On the other hand, Cliburn and Gross 2009 found that “those who attended the real world
lecture performed significantly better on a posttest quiz than those who attended the same
lecture in Second Life”. However, this study was conducted on a much smaller scale (28
students), and only compared lecturing in the two environments. Some of Cliburn and Gross’s
effects seem to have been caused by idiosyncratic behaviours of their subjects, such as griefing
in SL. This is just a glimpse of the methodological problems encountered in testing SL
educational effectiveness empirically. As they themselves admit,
“it should also be noted that the participants in the study consisted predominantly of those
who were novices to Second Life; it was the instructor’s first lecture in Second Life, and
two-thirds of the students did not regularly use a visual program like Second Life to
communicate with others”.
The NIFLAR project team has researched a large group of Dutch secondary and tertiary level
learners of Spanish, and has confirmed, with a very well designed methodology, that video-
conference and VW-based communication with native speakers of the target language
significantly improved both linguistic/cultural competence and attitude: “The learning effects
varied between talking more accurately, learning new words and expressions, to very
particularly being more confident and motivated to talk and being aware of cultural similarities
and contrasts” (Jauregi et al. 2011:16). The effect was somewhat stronger with groups doing
tasks in SL than with those using video-conferencing.
Paweł Topol’s Habilitationsschrift is one of the most methodologically robust comparative
studies I know. One of the threads in his rather elaborate research design is the comparison of
learning effectiveness in about seventy Polish university students instructed to: (a) visit the
Canaletto exhibit at the Dresden Gallery and (b) shop for indicated household appliances in SL
and on 2d web. His results show that, both culturally and linguistically (EFL), the
experimental SL group did better on post-tests than the control web2 group (see Topol, in
preparation).
Thus, considering the relative paucity and equivocality of comparative effectiveness research
so far, I tend to agree with Westmoreland Bowers, Ragas and Neely that “future research
should explore how instructors are specifically implementing Second Life into their curricula.
27
“SL as an environment has many features which make socialization easy. For example, when first meeting, the
course participants are often quick to comment on each others’ appearances, and initial inexperience in how to
move the avatars often leads to laughter as participants bump into each other. All this helps to break the ice and
creates a friendly atmosphere and a sense of group belonging” (Deutschmann and Panichi 2009:33).
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State University), in an SL-distributed notecard (January 28th 2009) gives two examples of the
latter category, both of them among the most notorious educational showcases in SL:
“Students may read about hurricanes and know there are five progressive categories of
strength. In Second Life, a student may actually watch a hurricane develop and observe
damage as it occurs at each level. The simulation may be replayed as many times as the
learner wants. Another example is a medical or psychology major studying
schizophrenia. A book will only list symptoms. Second Life can allow the student to
actually experience those symptoms to give a richer understanding of the condition”.
Kapp and O’Driscoll provide another, somewhat more extreme example of an educational
affordance of SL which is practically impossible to replicate in FL, so called ‘identity
tourism’: “students could read articles about gender and identify (sic – WS/B), but didn’t
really grasp the concepts at a deep level until they switched genders. When they switched
genders for an evening, it gave them a new understanding of the feelings and issues involved
with gender roles and expectations” (Kapp and O’Driscoll 2010:171). This is the kind of
experience which I can relate to personally, as shown in slide 7 of my Teaching EFL in SL
presentation at the Warsaw V-lang Conference of November 17th 2011
(http://ifa.amu.edu.pl/~swlodek/Teaching EFL in SL.pps), reproduced for convenience below.
The person in the snapshot is Wlodek Barbosa exploring the cultural concept of gender as his
(her?) alternative avatar (i.e. incognito) in a popular dancing parlour in SL. The dialogue is
authentic, and illustrates both: (a) gender stereotyping, and (b) communicative foreign
language use in a fully immersive situation.
For many years of SL existence, until early spring 2010, one of the LL staff, Pathfinder Linden
(FL=John Lester) was in charge of the LL service aimed at educators. He coordinated LL
policies aimed at supporting and stimulating educational activities in-world, such as the setup
of virtual university campuses, organization of conferences and workshops, raising public
awareness of SL education on the ‘flat’ web, brainstorming the educational present and future
of SL, etc. Among other duties he performed as the LL educational officer was cataloguing
initiatives, organizations and places in SL devoted to educational pursuits of various kinds. In
a notecard distributed in-world on April 4th 2009, he listed a number of the best known
ventures of this type. Below is an extract from this notecard. While, after three years, some of
Pathfinder’s data is no longer up-to-date, of course, I decided to paste this snapshot of
The USHMM’s own website offers a rather matter of fact and suprisingly low-profile
description of their SL exhibit (http://www.ushmm.org/museum/exhibit/focus/kristallnacht/):
“The virtual learning environment – Witnessing History: Kristallnacht, The November 1938
Pogroms – blends archival sound, video and photo material with narrative story-telling in an
immersive environment”, and it is of course impossible to convey the cognitive and emotional
impact of the sim without actually going in-world. Short of doing it ‘in-avatar’, it is possible to
view the YouTube machinima clips, such as http://www.youtube.com/watch?v=Hk2uN7fIh4s,
for example.
As far as I am concerned, what I found especially effective in the way the educational
affordances of SL are exploited in the sim is the seamless combination of text with spacialized
multimedia, such as the sound of shattered glass and the roar of fire, the 3d sets and
animations of destruction, the interactivity of the press office (offering evidence to be used in
writing a report on the pogrom), and the emotional video/audio recollections and affidavits of
the Kristallnacht survivors. The market cobblestones cluttered with debris, the demolished
homes, offices and synagogues, the burning fires and the cloudy dusk sky28 created a most
depressive ambiance of the place, which, in a person with an even moderate level of SL
immersion/presence had to leave a permanent and educationally relevant memory. I believe
one could only better this kind of experience in terms of its cognitive and affective impact
with a fully immersive multisensory interactive movie, a technological feat not yet in
existence.
The Kristallnach sim can be regarded as a replica of a few typical physical locales as they
existed in 1938, with the affordance of immersion-boosting interactive walk-through added.
The other tour which I wish to briefly narrate here was to a simulation par-excellence, namely
a 3d reification-cum-simulation of an abstract object, in this case – thoughts and emotions of a
fictional character in a classical drama story: Shakespeare’s Macbeth. I visited Virtual
Macbeth with a guided group tour on two occasions: January 25th 2009 (in the EVO LLVW
course) and January 22nd 2010 (in the EVO TLVW course). The guide of both these tours was
Anya Ixchel (FL=Angela Thomas), whose brainchild the sim is. According to
http://virtualmacbeth.wikispaces.com:
“Foul Whisperings, Strange Matters - A Second Life Treatment of Macbeth is dedicated
to the exploration, adaptation and performance of Shakespeare’s Macbeth (...) The island
is divided into four key spaces: the arrival grove, Macbeth’s head, the “what if?” copse
28
There is the environmental editor in SL which affords easy time-of-day setting, which can then be made
permanent, so that regardless of which time and sky hue is selected as default in the visitor's client viewer, the
setting of the given sim will remain constant.
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and the teaching studios. In general, the island has a feeling of being windswept
heathland. In addition to being windswept, the heath has areas where fog is thick and
“dirty”, to resonate with the foul imagery from the play”.
Again, like with the Kristallnacht sim, it is difficult to convey the peculiar ambiance of the
place and the many educational affordanced exploited there without actually going in-world.
This fly-through on YouTube is probably second best:
www.youtube.com/watch?v=8QNxe2gePEQ. In the two snapshots below I mingle with the
ghosts in the main Macbeth castle chamber and follow the path of no return, with roses
quickly morphing into threatening outstreched fingers (and excerpts from the play linger in
animated festoons on the sides of the path).
Snapshot 24. EVO TLVW 2010 Virtual Macbeth tour, January 22nd, 2010
29
This effect is achieved quite 'physically', by removing the avatar head temporarily in the SL viewer. This is
obtained under control of the so-called HUD, which the avatar must agree to wear when in the sim. HUDs are a
very popular in-world mechanism to afford additional functionalities when in-world.
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3. EFL in SL (SLEFL)
“Joe Miller, Linden Lab Vice President of Platform and Technology Development, claimed in
2009 that ‘Language learning is the most common education-based activity in Second Life’”
(http://en.wikipedia.org/wiki/Virtual_world_language_learning). While this claim may have
been a little overblown, it is true that foreign language education flourishes in SL on a much
wider scale than in any other VW currently in existence. Even after the gradual involution of
educational activities in SL after 2009, there appear to be a number of thriving language
schools, conferences and communities.
Probably the oldest of them all, and still the biggest and most highly respected is
LanguageLab, founded in SL back in 2005, i.e. only two years after SL went public in June
2003 (http://en.wikipedia.org/wiki/Languagelab.com). English Village, SLEnglish and
Virtlantis mentioned in the Introduction as part of my own personal story of SL, are examples
of foreign language communities of comparably old and good standing. In this chapter,
entirely devoted to teaching and learning English as a Foreign Language (EFL) in SL, I will
first take a bird’s eye view of the main EFL-related meetings, schools and communities
present in-world AD 2012, and then go deeper into the metaphorical funnel, which I use as an
organizing principle of this book, and discuss the main educational advantages and problems
of teaching EFL in SL (or SLEFL, for short). Finally, issues related to teaching and learning
SLEFL pronunciation will be picked up, EFL phonetics having been my research and teaching
theme now for more than thirty years.
30
Such as the two which I participated in (see above for some memories of SL educational trips to the
Kristallnacht and Macbeth sims): Virtual Worlds & Language Learning (VWLL 2009;
http://evosessions.pbworks.com/w/page/10708585/virtualworlds) and Teaching Languages in a Virtual World
(TLVW 2010; http://evosessions.pbworks.com/w/page/10708583/Teaching_Languages_in_a_Virtual_World).
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benefits of the use of 3D worlds in the development of real world language skills”
(http://avalon-project.ning.com/page/about-avalon).
• “the international project NIFLAR, Networked Interaction in Foreign Language
Acquisition and Research, founded by the European Commission (2009-2011), aims at
making foreign language education more authentic, relevant and rewarding through the use
of innovative e-learning environments: videoweb-communication and 3 D Virtual Worlds”
(http://cms.hum.uu.nl/niflar/index.php?page=about-niflar-2).
When it comes to language schools, the undisputed flagship is LanguageLab
(http://www.languagelab.com). In her LanguageLab appraisal written in 2008, Robin Linden
(FL=Robin Harper), at that time one of the Linden Lab liaison officers in charge of SL
education, wrote: “It’s long been known that immersion in an environment with native
speakers is the best way to practice and learn a second language. And (...) the virtual world
environment naturally lends itself to language learning, due to its immersive nature and ability
to make learning contextually relevant to both situations and locations”
(http://community.secondlife.com/t5/Features/Stories-from-Second-Life-How-Languagelab-
gave-language-learning/ba-p/639629). Notice the appearance of two of the commonly
applauded SL affordances, namely the potential for immersive and contextualized learning. In
the LL’s online promotional materials one can also read and hear (because many of these
materials have a form of machinima videoclips shot in SL) about the following advantages of
LL tuition, all of these exploiting some affordances of SL for language learning: “truly
international community”, “everyone you meet is a real person”, “native English speakers”,
“anywhere and any time”, “it’s not a game (...) everything is live”.
One of the LanguageLab’s early innovations, now regarded as among their main
achievements, was the development of a multi-sim virtual English City (and Ciudad Bonita for
learners of Spanish) with realistically rendered downtown scenes and builds, such as offices,
markets, hotels, restaurants, airport, etc. It is in such natural environments that LanguageLab
students learn by communicating on a number of situationally matching topics: ordering a
meal, checking in at a hotel, taking a flight, etc. It was in such a setting, at the LL conference
centre, that I took my first teacher-training course with LL back in November-December 2007.
I will present excerpts from my project report below, in Chapter 4.1.
Another highly regarded language community, although not a for-profit school like
LanguageLab, is Cypris Chat stationed in Cypris Village in-world, Professor Merryman (FL=
Mike McKay) being the community’s founder and spiritus movens, quite like Kip
Yellowjacket is for Virtlantis.
“Cypris Chat strives to provide an educational, fun and interesting environment for
English learning and teaching. Members have the chance to be part of a living
community surrounded by others who are learning, teaching or simply interested in
speaking English with people from around the world”
(http://secondlife.com/destination/cypris-chat). “Cypris Chat is not a school, however we
offer "practice times" in the form of organized lessons, discussions, chats, events, and
activities” (http://cyprischat.org/about).
In many respects Cypris is like Virtlantis; for example the community mission, activity types
and rules of conduct could be copied verbatim between the two groups. For this reason I will
not go into details here, leaving the more extensive discussion of these issues until we deepen
our acquaintance with Virtlantis itself.
Avatar Languages (http://www.avatarlanguages.com), on top of the by now run-of-the-mill
e-learning offer which exploits their own LMS platform, Skype or Google Docs/Maps, etc.
(“Individual lessons from zł 39 per hour” – the only such school explicitly catering for Polish
31
It is interesting that the "diverse contexts" and "social interaction" appear on the Polish version of the website
as (my translation): "affords the student contact with a variety of native speakers of the language, hence with
various pronunciations of it". Polish text: "umożliwia to studentowi kontakt z różnymi ludźmi władającymi
danym językiem, a co za tym idzie z różnym sposobem wymowy"
(http://www.avatarlanguages.com/pl/howweteach.php). The emphasis on pronunciation is particularly alluring for
me, of course, as well as the mention of various native accents. This is one linguistic affordance of SL which is
seldom mentioned in the literature. I will have more to say about SLEFL pronunciation below.
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Interviews, dialogues, passages of radio or TV programs are played from Media Boards”
(http://virtuallanguagelearning.babellanguageschool.dk/#home).
It is interesting to hear about “touchable objects to play the sound of single idioms or
expressions”. This is reminiscent of the use of ‘rezzable’ objects by LanguageLab, as well as
my own PAVed objects, except that Babel’s objects apparently did not show any correlation
with the built-in sound message. In this case the object appears to have been just a convenient
holder of an arbitrary language item. The repertoire of Babel’s activities seems to have
exploited SL affordances quite well; it would be interesting to know why the school failed
ultimately.
In this short overview of language schools in-world I had of necessity to ignore certain
otherwise interesting initiatives and organizations somehow related to FLT/L, firstly because
there are many of them, and some may have a rather too low a profile to be visible in-world or
on the web, second because some of them are not schools or language groups in the proper
sense, third because my focus here is EFL, so organizations catering for other foreign
languages would fall outside of my range. Fire Centaur’s Avatar Classroom is an example of
the second category: http://www.avatarclassroom.com. This is an interesting fusion into a
blended ‘Sloodle’ environment of the idea of SL classroom and the flat-web Moodle LMS.
Fire Centaur has been the main creator and supporter of SLoodle now for a few years, the
learning/teaching environment which has gathered some positive publicity and serious
academic interest. This is, however, one of many threads which I need to let hang loose for
lack of space and their tenuous relevance to the main theme of this book.
In a notecard, created on February 28th 2007, which I got on March 29th, i.e. about one week
after I appeared in SL, Fire Centaur laid out the main principles of the EV community in this
way:
Hello, thank you for your interest in studying at English Village!
My name is Fire Centaur, I am a Canadian English teacher living in Seoul, South Korea. I
created English Village in order to bring the language learning community together. As
such, teachers use our island, and our classrooms for language instruction.
-----------------------------
Terms and Conditions for studying at English Village
This document is in draft format. Please give us your feedback. Thanks
fire@eslteacherlink.co.kr
• You will be respectful of others on the island
• You will not harass others on the island
• You will conduct yourself in a positive manner.
Thanks for your interest! Let’s build a great teaching environment together!
Thus, while there is little in the notecard about the methodological or logistic details of the
educational process, the focus on creating an open and convivial community of teachers with
students is obvious. The idea of creating a space in SL for potential language teachers to come
and offer their services for free, and be rewarded with an opportunity to practice the new trade
of SL teaching without worrying about the cost of buying or hiring islands, plots or classrooms
in-world32, has continued from EV to Virtlantis throughout the five years of the latter’s
existence. What appears to have changed slightly is the shift of the emphasis from teaching
(“language instruction”, “teaching environment”) in the EV to learning in Virtlantis. This shift
was gradual, and was mostly due to Kip Yellowjacket’s philosophy of in-world language
education, as explained below in his own words.
32
This is an excerpt of a SLED post from Fire Centaur in April 2007: "That's pretty much why I built English
Village -so educators, who didn't have an island, could come, and experiment teaching in the metaverse without
being burdened with all of the barriers to entry which goes along with the change in scenery!!!".
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At the beginning of 2008 Kip decided to create a new language community, called it
SLEnglish and rented a new location for it, called Second Life English. In a notecard of 18th
March 2008 Kip had this to say about the SLEnglish venture:
Welcome to Second Life English! What is Second Life English?
The Second Life English group has been helping language learners and teachers in
Second Life since 2006. Our past activities were mainly held at the English Village
where we organized weekly team-teaching events and assisted learners and teachers in
various ways. The Second Life English SIM is a free resource for language learners and
teachers. We are not a school. We are a community of language learners and teachers
who share the desire to use the virtual world of Second Life for the learning and teaching
of foreign languages. Our goals are to:
(1) help language learners and teachers connect
(2) offer free advertisement to language teachers, groups, schools and “conversation
partners” (so-called language buddies)
(3) help language learners and teachers by answering questions, giving tips and freely
sharing ideas about Second Life and learning/teaching in Second Life
(4) make language teachers aware of useful tools and resources in Second Life
(5) suggest ways of supplementing the SL learning/teaching experience
(6) offer free language learning/teaching activities such as team-teaching and
workshops
(7) continuously develop the Second Life English SIM
(8) promote a culture of online and life-long learning
(9) encourage the idea that all of Second Life is “the classroom”
(10) help interconnect the various language communities in Second Life
(11) encourage communication and cultural awareness/understanding
(12) promote the idea that we are all learners and potential teachers
33
The sign of the past association of Virtlantis with the University of Western Australia. Mostly of historical
interest now.
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offering an activity at VIRTLANTIS. AOs are free to experiment as they wish. There are
however 2 things to remember when offering an activity at VIRTLANTIS:
1) The activity must be FREE.
2) The VIRTLANTIS sim has a PG status, meaning no adult content or activity is
allowed.
The view of all SL as the classroom, the pedagogical approach and didactic concept very
popular in SL education, especially language education, ties in nicely with Kip’s own idea of
treating Virtlantis classrooms as ‘launchrooms’. This is how he himself explains the
philosophy of the ‘launchroom’ (excerpts from my interview with him on Oct 18th, 2008 and
from an in-world notecard of August 6th 2008):
“Which pedagogical resource in Virtlantis are you particularly proud of?
I am particularly fond of our “launchroom concept”. Launchrooms allow teachers to have
a private space in which to experiment and hold lessons and/or meetings. We try to
encourage teachers to view these spaces primarily as “launch pads” for launching or
teleporting to other locations in Second Life. The idea we are trying to promote with this
concept is that all of Second Life (and even the internet) can be viewed as “the
classroom”. This differs from the more traditional stationary model of teaching which
encourages the idea of always learning and teaching in the same static place.
What is a launchroom?
Second Life English offers a number of so-called ‘launch pad classrooms’ or
‘launchrooms’ to language teachers free of charge. (...) Teachers are given the ability to
manage access to their classroom, which means groups can meet in a ‘private’ space in
Second Life for activity briefing, pre-post assessment, post-activity discussion, etc.
However, teachers should also feel free to utilize the classroom in a more traditional
manner (...) Each launchroom comes equipped with various useful teaching tools: 1
whiteboard, 12 hand-show chairs, 1 scripted filing cabinet and an LMS-integrated
quiz/survey/assessment tool.”
Below, on the left, is a view of SLEnglish on March 14th 2008, showing rows of launchrooms
with their teaching aids, as mentioned by Kip. This arrangement has morphed over the years,
of course, into what is shown in the snapshot on the right, the contemporary shape and
location of a launchroom.
As can be seen from the above overview of language schools and organizations offering
FLT/EFL activities either wholely or partly in-world, there is a whole spectrum of options:
pedagogical, methodological, didactic, financial, organizational. Some schools charge tuition,
34
Incidentally, after the demise of the three islands of Second Poland mentioned in the Preface the Polish
community now occupies a few disconnected plots of land in SL, such as PoziCity
(http://secondlife.com/destination/poziciti---polska-poland-polish) or Academia Electronica
(http://www.academia-electronica.net).
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educational and linguisitic value to foreign students – is one of the most commonly noticed
and discussed by SL theorists and practitioners. Thus, Hundsberger noticed that:
“A typical real life traditional language travel package implies that one goes to a
particular country where the accommodation is in a home-stay situation associated with a
language school so that there are language lessons in the morning and field trips in the
afternoon. This can be replicated with the help of virtual classrooms and SL in that the
lessons take place in the virtual classroom (similar to face-to-face teaching as it involves
a whiteboard, text readings, grammar, vocabulary, pronunciation) and then SL can be
used as the immersive environment for the equivalent of field trips. The real potential of
SL is seen in taking the students to meet other nationalities in their natural surroundings
which makes it a complete language learning experience. The social aspect of SL can’t be
rated highly enough” (Hundsberger 2009:13).
The use of SL as “an immersive environment for field trips” was mentioned before, by
virtually every EFL school and community advertising on the web. It is easy to understand
why this affordance appears to be so popular. From the point of view of the traditional
enclosed language classroom in FL, as well as seen from inside a similarly locked LMS like
Moodle, the vision of visiting far-off lands and talking to their inhabitants in a foreign
language, the vision to be achieved by not much more than a press of a button on the computer
screen, appears to be wildly exhilarating and immensely promising. To a teacher it seems to
answer the eternal ‘if only I could take them to...’ kind of dream, impossible to realize ‘in-
real’. While many would see this affordance as the primary example of the SL added value in
language teaching, I will explain later that I believe this opinion to be misguided. For now, let
us see what other linguistic affordances have appeared in the literature on SL education.
In his presentation to the fourth SLanguages conference on October 17th 2010, Kip
Yellowjacket listed a dazzling repertoir of SL affordances, many of them directly linguistic.
The following is his, slightly abridged, notecard:
Why is SL an interesting platform to consider for language learning/teaching?
1. multinational/multiethnic/multilingual platform
2. social networking in 3D
3. a sandbox for highly immersive experiential learning
4. a multitude of manipulatives
5. English is lingua franca (metalanguage of SL)
6. greater potential for retention due to word (etc.) to image/action/experience
association
7. instantaneous virtual travelling (RL locations in SL, etc.)
8. SL is a less intimidating place to seek out casual conversation35
9. both native & non-native interaction possible
10. wide range of accents, pronunciation, and language usage
11. express and experience personality
12. relate emotionally to peers and mentors
13. easily join and/or form groups to meet likeminded persons
14. potential for community building and SL --> RL carryover
15. both formal and informal learning can be experienced
16. quests, storytelling, games36, roleplaying
35
“Subjects report that their behavior is significantly more ‘outgoing’ in SL than in the real world” (Messinger et
al. 2008:12). Uma Cunningham in her seminal 2011 paper relates this affordance to the disinhibitory laminal
effect of being ‘between’ the two worlds: the physical and the virtual.
36
“86% of the students state that their motivation towards online-learning increases significantly when learning
contents are embedded in a game-based environment” (Berns, Gonzàlez-Pardo & Camacho 2011:37).
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17. holodecks (instant simulation, situation-based learning)
18. team-teaching & collaborative projects
19. platform difficulty (learning curve) necessitates communication
20. (de)evolution of teacher status (hierarchy has no place, all are learners)
21. (de)evolution of teacher role (more of a facilitator than ever)
22. in-world tools37 & resources (continuous creation and development)
23. SL as blended learning component vs total solution
24. private/public text and voice communication
It would be hard, in the available literature, to find a more extensive list. Most researchers, like
Hundsberger above, would itemize and discuss only selected affordances. I could now analyze
each of Kip’s 24 points in detail, but I choose not to. First, most of them are really quite
obvious; second, some were discussed above; third, those affordances which relate most
closely to my main thread in this book, such as numbers 4, 6, 16, 17 and 22 in the list, will be
treated in-depth in the next chapter. Notice, however, that many of the 24 affordances listed
relate to collaboration, socializing and community learning. This is expected from linguistic
affordances of VWs: in a communicative approach to language learning and teaching there is,
after all, nothing more pedagogically precious than the opportunity to talk in an authentic
setting and for an autonomously selected purpose. Kip has just leveraged this aspect of
language education in his list.
Far from being uncritically overenthusiastic, Kip compiled a list of potential problems and
issues, as well. Like before, I quote from his notecard, with some abridgement, mostly
concerning items of no direct and unique relevance to SLEFL.
Concerns?
1. human disrupters (griefing, etc.)
2. digital native vs digital immigrant
3. determining teaching format/ideal group size (1-to-1, small...5-10, large...10 +)
4. low number of pre-defined activities
5. certified vs non-certified teachers (various linguistic backgrounds)
6. lack of good in-world assessment possibilities38
7. multiple levels, needs, learning styles, etc.
8. in-world content (copyright vs creative commons, etc.)
9. confidentiality (recording chat, etc.)
10. text manipulation not SL’s forte (absence of dynamic text)
11. no dominant standard (American, British..., etc...Globlish)
12. net & sl lingo (abbreviated vs non-abbreviated language)
13. concurrent communication with natives and non-natives (sometimes problematic)
14. pro-text, anti-voice vs pro-voice, anti-text & adopters of both
This is a very interesting list of counter-affordances. The first two points appeared before in
this text. I also mentioned the rudimentary editorial options with respect to SL text (point 10)
and the SLEFL-difficult issue of voice versus text (point 14). All remaining points would
merit a separate treatment each. For example No 9: the contents of the text chat logged during
an activity or lesson may be of immediate EFL use to both the teacher and the learner, and this
regardless of whether the meeting is conducted mainly in voice or in text. The learner may
wish to refer to the log for explicit instruction or examples of erroneous language usage of
his/her own or from other learners. The teacher may like to go over the text chat and analyze
the flow of the lesson or some specific point of grammar or vocabulary. Either of the two may
37
See Topol 2011 for a brief overview of tools used for SLEFL.
38
See Richardson and Molka-Danielsen 2009 for an excellent treatment of this issue.
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want to share their analysis with other learners and teachers, either in private or in public, say
on Facebook. This is where pertinent IPRs come into play, however, making it mandatory for
the sharer to obtain explicit permission in writing from all participants of the chat quoted in
the publicly disclosed excerpts. This is exactly what I had to do before I could publish
fragments of the added value debate which took place on the EVO VWLL 2009 Ning forum
site. Another option is to anonymize the chat log, which I have also done on a number of
occasions for my presentations and papers about SL. All this can be a potentially serious
problem for freely exploiting the otherwise precious SL affordance of being able to easily log
and analyze the text chat (both public and private, i.e. IM).
Similar copyright restrictions apply to all SL resident-created content, of course. This is no
different from the situation in FL, even if, excited by the novelty of the SL experience, many
learners and teachers tend to forget about it, especially during their newbie time. All of my
own in-world materials, such as the activity notecards or PAVed objects are explicitly marked
as free to use for noncommercial purposes, without any need to contact me first. This is,
however, just one possible approach to the intricate issue of in-world copyright. For example,
for-profit organizations, such as LanguageLab, are usually very particular about the copyright
clearance of their materials and resources produced and used in-world. This is quite
understandable, and should be kept in mind when preparing to teach SLEFL.
To illustrate the above discussion of linguistic affordances (and counteraffordances) of SL let
me now adduce a short excerpt from the materials prepared for a lesson in-world by one of the
most experienced SLEFL teachers and researchers – Baldric Commons (FL= Graham Stanley,
with his permission). The lesson took place on January 28th 2009, and was part of the TESOL
EVO VWLL course for language teachers planning to extend their activities from FL to SL.
With over 350 teacher trainees and a team of highly expert SL teachers/mentors, this was an
excellent occasion for me to both brush up my practical skills of SL and to think about some
fundamental issues of SL pedagogy. Later in this book, in Chapter 4.2., I summarize some of
the thinking; here I propose to take a more practical stance. Of the many activities conducted
by Baldric I selected only one, namely a virtual visit to Wonderful Denmark, a beautiful
replica of a typical Danish town. I start with a reproduction of parts of Baldric’s notecard
delivered to the tour participants in-world:
CITY 2 - WONDERFUL DENMARK
Sometimes there are people in this wonderful sim prepared to take visitors on a guided
tour. Choose which one of these two tasks you would like to do...
A) Guided Tour
You are going to take our chances to see if you can persuade people we meet to give us a
tour of the place or to explain something about Danish culture to the group. So... in pairs,
go out into the city and try to find someone willing to do this. If you are successful, use
group IM to let us know and arrange a place for us all to meet.
B) Learning Danish
Take 15 minutes to look around the sim and see if you can...
i) learn some Danish - try to collect any words or terms / phrases you can find (or that
people you meet can teach you)
ii) make some observations from the buildings and other things you find in the sim about
Danish culture in general
We shall all meet (I’ll contact you all using group IM) and discuss our findings and share
observations and language that we have managed to make/find.
Læs dette:
- Ingen våben
- Ingen sex
- Ingen salg
- Ingen reklamer
- Autoreturnering efter 4 timer
- Ryd op efter dig
- Spørgsmål? Kontakt Doctor Asp
Read this:
- No weapon
- No sex
- No sales
- No advertising
- Autoreturn after 4 hours
- Please clean up
- Questions? Ask Doctor Asp
As can be seen, the Regler notecard conveniently offered ready-made translation of the
sandbox rules into English, so that a pairwise look-up activity would actually yield some
vocabulary acquisition, as well as might afford a later discussion of some unclear lexico-
grammatical points with a (native?) speaker of Danish.
Thus, as far as the linguistic affordances are concerned which could be potentially exploited in
this activity, there were: (a) exploration of a linguistically/culturally rich authentic ethnic
setting in three dimensions, (b) autonomous choice of an activity involving situationally
relevant language of rules of conduct (applicable both in SL and FL), (c) exploitation of
target-native language translation for lexico-grammatical pattern-matching and lookup,
(d) integration of out-of-SL learning aids (e.g. Danish-English dictionary) with in-world
activity, (e) opportunity for linguistic contact with native speakers of the target language
(Danish) in a non-threatening situation. In terms of Kip Yellowjacket’s list of linguistic
affordances above, I believe that more than half of them could be invoked in reference to this
simple activity organized by Baldric Commons in Wonderful Denmark. Below is one of the
snapshots I took on the island at that time.
39
This is the exact location of the sandbox in-world, identified by the SLURL which is directly read by all web
viewers, such as Chrome, Internet Explorer or Mozilla FireFox. SLURL is the the SL Universal Resource Locator
identifying SL places in three dimentions with metre-precision. Sandboxes are popular places in SL allowing
avatars to experiment with building/rezzing on land where they have no proper building rights; their builds are
cleared after a few hours.
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Snapshot 28. EVO VWLL 2009 Wonderful Denmark tour, January 28th 2009
40
The British flag seen in the snapshot was rezzed in excess in the Barcelona square in a typically griefing
fashion. Some excerpts from Barcelona public text chat (translated into English with Google Translate):
• el otro dia iba por la calle y alguien me dijo cuidado con el agujero , me tapé el culo y me cai en la alcantarilla --
the other day going down the street and someone told me beware of the hole, I covered my ass and I fell into
the sewer
• que tienes una cebolleta muy pequeña -- you have a very small onion
Now that we have looked at some linguistic affordances and potential problems of SL for
language teachers and learners, it is time to slide ever a little deeper into the funnel and focus
on SLEFL pronunciation teaching and learning. It is in the context of my own activity in-
world in this field that I have been thinking about the added value of SL for EFL, as well as
about the specificities of the design and use of PAVed objects, topics which I pick up in the
next chapter.
41
Some vocal ramblings of mine on this topic can be found here: http://ifa.amu.edu.pl/~swlodek/silence.mp3.
This is part of the OsnaGroup meeting held on July 9th 2009 in-world, where I talked about my SL teaching and
PAVing.
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speaking, student silence is often wrongly interpreted as idle daydreaming, and yet “the notion
of ‘lurking’ often seems to imply that silence and watching are inherently bad, but students
often need to watch and listen in Second Life, so it is important not to confuse lurking with
thinking space” (Savin-Baden 2010:79). It certainly requires experience and some emotional
intelligence from the teacher to know when s/he should not try to fill the silence with
“ramblings of the mouth” or appeals to students to finally say something.
Another common problem is voice lag, somewhat like that observed in transatlantic live
transmissions in the media, e.g. on TV. It may take one or two seconds for one’s utterance to
reach the conversation partner. This is much more than in FL, so – if one forgets about this lag
effect – one may start to fidget: is s/he ignoring what I said? is s/he shocked? did s/he
understand? shall I repeat? Clashes and overlaps of utterances are common in-world for
exactly the same reason: the unavoidable (?) voice lag. This can produce further problems,
because such clashes are normally avoided in FL, and they call for excuse. The gravity of this
excuse is calculated according to rather complex sociolinguistic rules, which also depend on
the speakers’ cultural background (which in-world is often unknown). In effect both speakers
may choose not to take the turn the next time over, which is disastrous to any conversation, let
alone one conducted for learning in a foreign language, with so many other psychological
learner blocks...
My first pedagogical reflection on the use of voice for SLEFL came with an in-world
discussion session held on the 29th of June 2007 in the English Village island, with Kip
Yellowjacket presiding. The main topic was the model of teaching in the community, and the
debate was entirely held in text chat, as there was no voice yet in SL at that time. A number of
teachers and learners were present, and some offered their opinions on the pros and cons of
voice in SLEFL. This part of the two-and-a-half-hour long debate spans only about eleven
minutes. Here is a selection of the crucial issues:
• The desirability of using voice communication for learning purposes: discussants appear to
generally agree that “it will be better to have audio to learn a language”, which might be too
trivial to discuss here. Consider, however, the downsides noticed by some residents, such as
that “writing help us to write better- more corect”, which I interpret as realization that
speaking in a foreign language exposes learners to the additional risk of errors, compared to
writing. This apprehension may be one reason why many SLEFL learners still prefer to stick
with text chat. Also, “If I can read a new word its easier to me to save this word”, which is
presumably a comment on the relative advantage of writing in memorizing vocabulary.
• One of the participants noticed (like Rolig Loon did on SLED three years later) that the issue
of voice in SLEFL is subtly correlated with another pedagogical variable, namely learner
group size. This is mostly due to technical glitches of all sorts: SL voice servers become
unstable and laggy, audio levels are imbalanced (so that one must constantly adjust them for
each speaker separately), speaker directionality signals are lost in the din, etc. As there is so
far no realistic lip movement or facial expression reliably coordinated with avatar speech and
gestures in SL, it becomes quite a skill in-world to locate the current speaker in a large group
(one must look around for the animated speech symbol hovering over the head of the
speaker).
• Jordyn Peccable (FL=Jennifer Kraft) noticed that voice “also takes away another level of
anonymity”. This is indeed one of the most crucial phonetic aspects of SL. Many avatars
cherish the almost complete incognito afforded by this virtual world: some because they do
things which are tabooed in FL, others because they simply want to keep the two personas –
the FL and the SL – separate for some reason. Thus, because human voice is a powerful
identifier, somewhat like fingerprint or iris pattern, SL residents who crave for anonymity
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would naturally avoid voice. In the case of foreign language learners it may be that they feel
less inhibited to communicate in text chat than in voice. There is some empirical research to
support this hypothesis: see Hudson and Bruckman 2002 and Wadley, Gibbs and Ducheneaut
2009:4.
• The pros and cons of using voice for EFL teaching and learning were summed up by Jordyn
Peccable: “We will probably have classes/groups that contain students who would like to
have the option of using voice and those that don’t (...) It would probably be based a lot on
level and learning style (...) Auditory learners will definitely have a preference for the voice”.
While a structured EFL programme referred to by Jordyn was never started in the
EnglishVillage for a number of reasons, it is interesting that the voice-text option for EFL
learners was at all considered in June 2007. With the full-scale introduction of voice in SL in
the second half of 2007 all language courses are now offered in the voice modality only. Text
chat is used, however, for occasions when voice malfunctions and in situations where it is
pedagogically desirable (facilitating understanding, back-channel explanation/commenting,
spelling help, etc.).
• Barbosa’s question: “What benefits for your learning do you expect from voice in SL?” did
not – counter to expectations – trigger off a discussion on pronunciation learning.
To complement these remarks, the following are some more potentially troublesome issues
connected with using voice for SLEFL pronunciation teaching/learning. Many questions can
find no ready answers, and remain fertile ground for research and experimentation in-world.
Because we are now close to the narrow end of the metaphorical funnel: from SL education,
through SL language education, to SLEFL, and finally to SLEFL pronunciation, there is not
much literature on the subject, and few academic researchers who would have the necessary
background in FLT, SLEFL and phonetics at the same time. It is with this awareness that I
offer my reflections below: let them be helpful to the researchers who consider starting
projects in this field.
Quite apart from making it hard to locate the current speaker, no lip-synching is of course a
serious deficiency in using articulatory modeling in teaching pronunciation. The teacher
cannot simply turn to his/her learners and say: “Now look at my lips when I pronounce this
difficult <th> sound”. No visual support is also a problem in listening comprehension, a skill
of utmost importance in foreign language teaching and learning. With the SL voice channel,
then, avatars must effectively resign themselves to telephone speech. This is not, however, a
weakness specific to SL, or indeed to virtual worlds. Even dedicated programmes and
packages, such as those produced by the Center for Spoken Language Research, University of
Colorado in Boulder, where “the synchronization of the human voice to the movements of the
lips (...) occurs fully automatically” (http://www.bltek.com/bordeaux-workshop/virtual-
tutoring-and-therapy-programs-at-cslr.html) have serious problems achieving realistic lip-
synch.
Pronunciation needs of EFL learners are quite varied both in FL and in SL: (a) to sound near-
native-like, (b) to sound professional in EFL, (c) to avoid misunderstanding in voice
communication, (d) to avoid embarrassment due to mispronunciation. But there could be
generally less need for EFL pronunciation in SL than in FL, due to the obvious backdrop of
text chat and the face-protecting affordance of the avatar persona. On the other hand, because
English functions as a lingua franca in SL to an even higher degree than in FL (most residents
speak English natively or near-natively), its importance to all SL residents is boosted. It is not
clear if this boost translates to pronunciation. From my own anecdotal observations and
impressions during five years in-world it would rather look like the answer is – no. This is
somewhat surprising, also because, unlike in the case of some other SL-internal skills, foreign
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language skills learnt in-world, including pronunciation, are easily transferred into FL. In other
words, there is no problem ‘mapping’ them to real world (Williams 2010). By this token they
should in theory be highly valued.
Phonetic transcription in SLEFL pronunciation teaching remains a subject of its own. On top
of IPA being regarded as a four-letter word in many EFL pronunciation teaching circles,
SLEFL offers some additional troublesome issues. While IPA symbols can be obtained by
copy-and-pasting them in the text-chat window or in a notecard (but not in inventory object
name labels under some viewers, such as the PhoenixFirestorm viewer client42), there is
practically no way to enter them directly from the keyboard without using an elaborate
shortcut systems and/or cheat-sheets. This is quite similar to typing under Windows, but not in
Word, where a number of options have been worked out over years, but in the simple notepad
application, with only very basic font editing options. This is why, on those occasions when I
deemed it necessary to use phonetic transcription, I opted for a simplified system, which is
widely used in electronic communications, even if not rigorously standardized (yet, similar to
SAMPA in some parts; http://www.phon.ucl.ac.uk/home/sampa/index.html). It makes liberal
use of mnemonics and capitals to code the non-Roman IPA characters. I have collected these
symbols in a table, which I distributed to my students in-world, as well as hung on my
personal website: http://ifa.amu.edu.pl/~swlodek/SL-IPA.pdf. Below is a replica of the
notecard.
Phonetic transcription lookup table
This lookup table is meant to help students of EFL pronunciation in SL to be better able
to read and write phonetic transcription. The “official” IPA (International Phonetic
Alphabet) transcription relies on non-ASCII characters, which are hard to obtain in the
SL client, so a substitute system is used below which has been adapted from existing
systems of this kind, widely used in the earlier stages of the internet development. In the
notecard distributed in-world only ASCII symbols are used, of course, so students
wishing to correlate them with their IPA equivalents can use this page.
Only those symbols whose phonetic value differs from the “ordinary” expected
pronunciation are listed here, i.e. 27 out of 44 (British) English phonemes. For each SL
symbol its proper IPA symbol is provided, coded in the Doulos SIL font, a widely used
Windows standard font for coding phonetic symbols. There are many websites where it
can be downloaded for installation on your PC, including its original “home”:
http://scripts.sil.org/cms/scripts/page.php?site_id=nrsi&id=DoulosSILfont.
Important notes: (i) this is British English pronunciation of the example words, (ii) a
colon /:/ is used to mark the so-called long/tense vowels, as opposed to short/lax, but
(iii) two lax vowels have their special symbols: /I/ and /U/, (iv) the vowels in diphthongs
have their short/lax values, but no /I/ and /U/ are used there, for simplicity, (v) word
examples and ordering are taken from:
http://www.phon.ucl.ac.uk/home/sampa/english.htm, (vi) the order of the symbols is not
important.
42
Which makes it impossible to name and search files in the inventory (for example notecards or PAVed objects)
using IPA symbols. Substitutes must be used. A counter-affordance par excellence!
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SL IPA word SL transcription SL IPA word SL transcription
1. C ʧ chin CIn 15. i: iː ease i:z
2. J ʤ gin JIn 16. ei eɪ raise reiz
3. T θ thin TIn 17. ai aɪ rise raiz
4. D ð this DIs 18. oi oɪ noise noiz
5. S ʃ shin SIn 19. u: uː lose lu:z
6. Z ʒ measure 'meZ@ 20. @u əʊ nose n@uz
7. N ŋ thing TIN 21. au aʊ cows kauz
8. I ɪ pit pIt 22. @: əː furs f@:z
9. e e pet pet 23. a: ɑː stars sta:z
10. & æ pat P&t 24. o: oː cause ko:z
11. o ɔ pot pot 25. i@ ɪə fears fi@z
12. ^ ʌ cut K^t 26. e@ eə stairs ste@z
13. U ʊ put pUt 27. u@ ʊə cures kju@z
14. @ ə another @'n^D@
As it turned out with time and practice, such crutches were not very popular with SLEFL
pronunciation students in-world, mostly because they are rather allergic to phonetic
transcription as such, regardless of the niceties of the actual system. Like their FL colleagues,
they tend to regard the system as an additional hurdle in the already difficult race to master
EFL pronunciation. To accommodate this sentiment, with time I designed fewer and fewer
activities which would call for the active use of phonetic transcription, instead trying to refer
to sounds in a descriptive way, such as: “what I mean is the first sound of the word another”.
As mentioned in the Introduction, over the four (school-)years 2008-2012 I have conducted
163 weekly Wednesday meetings of ‘Pronunciation with Wlodek Barbosa’. The PAVed
games and activities, which account for about one-fifth of this number, will be discussed in
Chapter 4.5. Their full list, complete with the entire notecards and resources used during the
activities, is attached in the Appendix. The other meetings were devoted to a variety of issues.
Sometimes, for all kind of reasons, there was little explicit pronunciation at all. For example,
this is my mnemonic list of the themes covered in the first ten meetings in my sessions:
1. Br/Am accent differences, LFC/EIL, accent vs dialect
2. just wants to talk in English; showed my house
3. rezzable objects; small talk
4. small talk
5. small talk
6. small talk
7. small talk
8. why have they left LanguageLab?
9. what is hard in pronunciation? needs analysis. stress placement in various languages.
panel quiz examples.
10. rezzable objects of LL + project1 warmer tasks
As can be seen, I started with ‘small talk’ mostly, with no specific attention to phonetic issues.
We did cover some rather sophisticated topics, too, for example Lingua Franca Core and
English as an International Language. In meetings 9. and 10. I used two types of
pronunciation teaching aids: (a) quizz panels installed by default in SLEnglish launchrooms at
that time, loaded with some simple multiple choice tests of declarative pronunciation
knowledge, and (b) some of the ‘rezzable objects’ which I kept (with LanguageLab
Snapshot 30. Pronunciation with Wlodek Barbosa – most common theme keywords
It is seen at a glance that words (function words, object name words, [-ain] words, hard
words, common words, <-ate> words, etc.) and sentences (phonetically difficult/easy,
containing segment /…/, etc.) were the most commonly covered topics. These would mostly
appear in notecards, as part of pronunciation games and hunts, and used in stories, which were
read. The PAVing of Virtlantis is also visible, if not very salient (in proportion to its incidence
in the whole series, as mentioned above). The only specifically phonetic term showing up in
the wordle is stress, which is an adequate reflection of its role in our activities (fifteen
occurences in the theme list). On the whole, then, I feel that this wordle does reflect quite well
the contents of my pronunciation meetings. We used a variety of topics as subjects, only
seldom going into phonetic technicalities of some pronunciation courses, with places and
manners of articulation, for example. To the extent allowed by my competence, participants’
proficiency, learning styles and preferences, and the affordances and counter-affordances of
teaching EFL pronunciation in SL I tried to provide my students with an opportunity to brush
up their existing skills in English pronunciation, as well as aquire some background
declarative knowledge which could be of use.
In the following chapter I will look deeper into some of the teaching aids which I used in the
process, as well as the theory underlying their application. Specifically, those aids which
might appeal especially to kinesthetically minded learners will be discussed: SL ‘rezzable’
objects as reified concepts and as interactive holders of phonetic augmentation.
We are now at the bottom of the metaphorical funnel which I use as an organizing principle to
structure the flow of argument in this book. I started from the grand educational scene in
Second Life, then to go gradually deeper (and narrower) into SLEFL and its pronunciation. In
this chapter, where the current of discussion and analysis will be the fastest and most
condensed, I will attempt to present my thinking about two related concepts which, I believe,
are good candidates for the holy grail of ‘added value’ in SL (language) teaching and learning:
reification of abstract concepts into SL ‘rezzable’ objects and augmenting SL objects with
(phonetic) content. Both are made possible by one affordance of SL which has not yet been
discussed in-depth, and which was signalled by Karina Silva in her SL pedagogical review
thus:
“While exploring the virtual world, users can interact with the environment by clicking
on, moving or picking up objects and receiving information from them. For instance,
users can click on objects and start a video clip, or they can be directed to a website.
Similarly, SL objects can be programmed in such a way that, when a user gets close, it
offers a notecard with information about the object itself or the place” (Silva 2008).
It is interesting to observe at this juncture that this SL affordance is often perceived as
somewhat ordinary, apparently without a deeper realization of its revolutionary educational
value. In their guide for (psychologist) educators in SL Bignell and Parson notice interactive-
object affordance, just like Silva does, and associate it with Artificial Intelligence, rather than
Augmented Virtuality: “The 3D virtual world can contain a wealth of ‘intelligent’ objects in
the shape of everyday items that can be programmed or ‘scripted’ to respond when avatars
interact with them. These can take the form of, for example, magazines, pictures and TV
screens” (Bignell and Parson 2010:29; similarly Wodecki and Moczadło 2010). While SL is a
natural testing ground for AI (ro)bots, of course, AI is not a specifically MUVE/VW-related
affordance, which leaves it outside the scope of this book or chapter.
This, then, is supposed to be the most academically substantial chapter of this book, and one
which makes certain empirical claims, even if it does not try to test them. As far as the form of
the text is concerned, however, I will purposefully retain the rather free-flowing mix of
discussion formats and styles, hoping that it will not hinder the reading process and
appreciation of the research proposals. Indeed, I hope it could even enhance them. For
example, the debate on the added value which I started on the Ning discussion forum of the
TESOL EVO VWLL 2009 is here reproduced almost verbatim, with all the immediacy of such
discussions, and very much in the Socratean erotematic spirit.
As far as the content of this chapter is concerned, I propose to start at the very beginning, i.e.
at the LanguageLab course for budding SL language teachers organized at the end of 2007,
where I took part as a teacher trainee. That was my first mind-blowing experience of
‘rezzable’ speaking objects in SL which could be used for teaching and learning. Some of my
elation caused by this discovery was captured in a short piece, titled “My first lesson in
Second Life” (even if it was not, really; http://ifa.amu.edu.pl/~swlodek/First lesson in SL.pdf).
Then, I will report, with some abridgement, the TESOL EVO VWLL added value debate of
the early 2009, where I tried to deepen some of my intuitions about what could count as a
killer affordance for education in SL, and why some of the commonly touted advantages of SL
as a MUVLE (e.g. holodecks) might not be as relevant as usually presented. Finally, I will
treat two of my favourite themes separately, one section each: reification of (linguistic)
abstracts into manipulable objects, and phonetically augmenting SL objects, i.e. PAVing them,
I now append excerpts from the original text of the team’s report, which I authored with some
help of the other three team members. Left-out material is indicated with (…). While I would
normally use the standard quotation style with existing documents (smaller-font indented text),
I decided against this policy here because: (a) it is indeed my own text, (b) it is quite
extensive, (c) only tiny fragments thereof have been published in my 2010 paper on “SLEFL
pronunciation…”.
43
Sobkowiak et al. 1997. Pop-English 3.0: A multimedia computer-assisted course of English for Polish learners.
Zielona Góra: Awangarda Software House.
44
These two paragraphs appeared in print in Sobkowiak 2010:206-208.
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Group-work possible, depending on the number of learners, their proficiency, audio
conditions, etc. Teacher(s) walk around and facilitate, stimulate learners to say the words,
explain phonetic problems. The most elaborate domino wins. All correctly linked objects are
kept by the winner(s).
Follow-up: can these ‘phonetic recipes’ be made into eatable dishes? Aim: phonetic awareness
raising (letter-phoneme mismatch in English), pronunciation practice. Time: ~15 mins.
Problems: (1) how do avies actually handle the objects and stick them together (by pushing
them), (2) how to avoid audio overlap (copies of sets in audio-separated locations?), (3) some
chains quickly end in cul-de-sac: {apple-lettuce-spoon}, {cheese-zucchini}, {banana}.
Example of a possible object domino chain (clipart from:
http://tell.fll.purdue.edu/JapanProj//FLClipart): milk-carrot-[T-bone-steak]-coffee
2. Phonetic classification: clothing objects are strewn all around the house in great disarray.
Learners sort them according to their phonetic properties into wardrobes, suitcases, bags and
other containers. Possible criteria: (a) number of syllables, (b) contain a specific sound, (c) do
not contain a specific sound, (d) do not / contain a specific cluster of sounds. For example:
“clothes containing the sound schwa go into this wardrobe...” - collar, handkerchief,
moccasin, overcoat, umbrella. Teacher helps with borderline cases: ankle, button, helmet, etc.
3. Phonetic gestures: learners pick gestures at random from a lexical-field heap. Gestures are
identified by codes, not by explicit names. Learners wear each gesture in turn, trying to guess
the verb which they are gesturing. Pairwork possible here. Next they pick objects which will
‘fit’ both semantically and phonetically (criteria as in activity 2) to those verbs as direct
objects. For example: bake+cake (domino), bite+fruit (one syllable), chew+chicken (same
onset consonant), cube+stew (/ju:/), consume+alcohol, flavour+lemonade (offset-onset
stress). Fitting objects ‘stick’ to hand, wrong choices jump back.
4. Audio definitions: learners hear dictionary-style definitions read aloud. They guess the word
defined. If guessed properly, the object rolls off the opaque container into their lap to keep.
The gesture is offered for wear. For example: a colourless liquid which can make you drunk -
?, a large round white vegetable which is eaten cooked or raw - ?, a square piece of cloth used
for cleaning the nose or drying the eyes when they are wet with tears, to (cause to) become
free of ice, or to (cause to) become no longer frozen - ?
5. Phonetic jigsaw puzzle: blocks and spheres are lying around in large quantities. Each stands
for a syllable, and will ‘say its name’ when touched, but no spelling is used. Learners walk
This completes the excerption from the original report on the ‘rezzable objects in the
classroom’ project. As can be seen from it, many of the issues later appearing in my own
thinking and writing about the added value of SL in language teaching/learning had their
beginning during the course. As it turned out in trialling, objects with built-in audio were quite
useful and enjoyed some popularity among the students, even if there were certain broblems,
both incidental, caused by technical glitches of the environment, and fundamental, such as the
lack of object-handling gestures built-in by default in the SL software. Issues connected with
reification of abstract concepts were also marginally present – to be discussed in more detail in
Chapter 4.3. below. Other threads also appeared, such as the feasibility of creating an in-world
‘rezzable’ SLEFL dictionary, with viewable 3d objects holding all expected lexicographic
information (including audio recording), possibly exploitable for ad-hoc tests and games. Later
in my SL teaching work I actually rezzed a dictionary like this (see
http://www.slideshare.net/Wlodzimierz_Sobkowiak/dictionaries-in-second-life for a short
slide presentation of May 26th 2010). Below are snapshots of two (early version) dictionary
entries for shirt and alligator: a click on the texture/object would play a sound file, show
phonetic trascription, definition and example sentence, etc.
On a grander scale, the LL project was probably the beginning of my dream of turning all of
SL into a dictionary of sorts, with all visible objects equipped with pedagogically useful
45
A selection from the first page of google results: http://michalska.wordpress.com/category/vwll2009/,
http://www.teachingenglish.org.uk/blogs/metaweb/virtual-worlds-language-learning-vwll-evo2009,
http://www.slideshare.net/nnoakes/virtual-worlds-and-language-learning.
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character of SL, with its affordance for building, creating and collaborating. Here is a
screenshot of the Ning page at the end of the debate.
Clearly, then, the added value discussion, which I started, generated ample response, which,
incidentally, came from some of the most expert SL language educators. It is by taking issue
with, and elaborating upon, some of these responses that my own views on the issue gradually
developed. This is why I chose this somewhat unorthodox way of presenting the theoretical
basis for my PAV experiments: discursive, dialogic, eristic, confrontational, collaborative,
constructivist, augmentative. The reader will thus be presented not only with my current stance
on the discussed issues, but also with the account of the process of reaching it; this
corresponding with the commonly postulated educational character of MUV(L)Es.
The following abridged log of the thread picks on the responses most relevant to the focus of
this contribution, namely those which are concerned with the actual identification of what
could effectively constitute the added value, i.e. those affordances of SL for teaching/learning
foreign languages which do not simply replicate those of FL on the one hand, or of two-
dimensional web applications and Learning Management Systems (LMSs), such as Moodle,
on the other. In other words, I see added value as the conjunction of two sets: (1) those SL
affordances which beat FL, and (2) those SL affordances which beat LMS. In slide 7 of my
Teaching EFL in SL presentation at the Warsaw V-lang Conference of November 17th 2011
(http://ifa.amu.edu.pl/~swlodek/Teaching EFL in SL.pps) I illustrated the idea in the following
manner:
Naturally, in a discussion of this length and scope, there were many extraneous threads and
loose ends, which are not covered here. Likewise, entries in this discussion may at times be
heavily shortened, thus possibly misinterpreting the original goals and intentions of the
discussants. This is not meant, however, to be a faithful representation of the whole
discussion, but rather an account of my personal journey through conceptual space, thus
unavoidably subjective. Nevertheless, a draft version of this text was presented to all quoted
discussants for approval, and such approval was granted.
The style of the discussion log following is that of a lively and rather informal exchange
typical of such social networking platforms as Ning, where it was originally taking place. This
is of course rather different from what is expected in carefully edited academic prose. It would
be possible, at pains, to bring the following text into closer conformity with such discourse,
but (i) some of the original impact of the exchange would necessarily be lost, (ii) gradually
more and more research is conducted in this collaborative manner and style, especially
research on such thoroughly community-oriented pursuits as online FL teaching. Therefore, I
decided to present the discussion content without major stylistic changes (just a few
typographic corrections here and there, and rotten url update, where possible), fully aware that
it may offend the stylistic taste of some readers. Caveat emptor!
46
I discovered the following pertinent quote after the debate: "What are you doing in Second Life that you can't
do with our normal distance learning tools? There was the typical tap dancing and so forth, but really the answer
was, "Nothing." And that's where we are right now. For instance, you can go in a virtual world and look at the
roof of the Sistine Chapel, and you can fly your avatar up to look at it. But we can see very good digital
representations of the Sistine Chapel online as well, from multiple points of view and so forth, without using
Second Life or a virtual world." (Welch 2008).
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to the debate content meaningfully. I complied with the request. The thread was picked up
almost a month later by one of the facilitators, Daffodil Fargis (FL=Nergiz Kern).]
Daffodil Fargis on February 16, 2009
Hm, I’ve just read your post again, Wlodek (now that we are in week 6 ;). What strikes me
most is that it seems you put SL on one side and FL (First Life or Real Life) on the other as if
they couldn’t exist side by side like other tools we use. I think we (at least you and me and
some others) agree that SL is a tool among many. For me, SL is one of my FL tools. SL is my
3D tool but I also have Web 2.0 tools and offline tools in a face-to-face class. Also, you say
that games like scavenger hunts, mazes, etc. “only” add to the entertainment. But don’t you
think that we learn better when learning is entertaining whether this is in FL, SL or online?
Wlodek Barbosa on February 17, 2009
Entertainment, as part of edutainment, certainly helps teaching, but it can be achieved in many
ways and in many places, ordinary RL classroom including. We don’t need to enter SL to have
fun teaching and learning. I fully understand that SL is/can be a powerful motivator to students
because it adds the (quote from my original post) “immersiveness, embodiment, social
presence, three-dimensionality, literally understood constructivism, simulated natural
environments, replicas of FL objects/monuments/places”, etc. But these advantages come from
simply replicating RL, not from adding any specific VW value. My original “additional value”
question concerned the so-far hardly well understood unique features of MUVEs which can be
employed for teaching/learning. What are they? Oversimplifying: what is it in SL that we can
do pedagogically that we cannot do in RL? My ideas of voice-enabled dominoes (see
http://www.ted.com/talks/view/id/45747 for a similar RL concept) or ubiquitous in-world
dictionary distributed in virtually all objects/gestures are but humble attempts to wrap my
mind around this question.
Notice that in today’s panel discussion we hardly at all moved beyond the usual advantages of
SL: immersion, role-playing, easy aid use. Walkthroughs were mentioned once by Frank
Spearmann in the context of literature teaching/learning. So what have we got in language
pedagogy, beyond the idea of a guided tour of the mouth cavity (of use to pronunciation
teachers)? Towards the end of the panel, Gwen Gwasi asked: “can I ask a question to the
teachers here, what was it that made the difference for you in SL?”. She then continued to
summarize some answers. At [4:35] she said: “can do the impossible”. So this is my challenge:
Let’s find ways in language teaching/learning to do the RL-impossible in SL!
Osnacantab Nesterov on February 17, 2009
In any case, as I tried to state in chat during the panel - just part of the problem is the basic one
of how foreign languages are learned and taught/facilitated, which is partly a question of how
to use SL more exploratively, creatively and innovatively - is we still tend to base our views
on how languages are learned on the scholastic model - sitting at desks, books, rules,
exercises, tests, final examinations. There is, however, at least one other model - more natural
and interesting, I’d say, though I’ve come across no written studies - they must exist. It is what
I call the NMM method - the natural market method. Just think of all those people in the large
markets of India, Africa, Istanbul where people pick up foreign languages. No evening classes
in hot dusty classes for them. (Think of taxi drivers around the world, too).
47
“MIT grad student David Merrill demos Siftables -- cookie-sized, computerized tiles you can stack and shuffle
in your hands. These future-toys can do math, play music, and talk to their friends, too. Is this the next thing in
hands-on learning?” – from TED description.
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And a final point - connected in my inner logical processes though probably not transparent to
anyone reading this - the sense that SL works best when the language as such is virtually
forgotten, when SL is being exploited as a setting, a milieu, place where things can happen, be
enacted be done - which will probably include language, but not necessarily as the focal point.
Wlodek Barbosa on February 17, 2009
I can only add wrt to your market method – well, this is what has gone down in the history of
FLT as a direct or natural method, I guess. There’s no denying that SL, as well as any other
VW (the more realistic, the better), is a good environment to apply it, quite simply because it
replicates RL, where people learn languages naturally/directly. Lots of role-play, authentic
tasks, no reading, etc. I said “gone down”, because I believe current FL pedagogy has since
distanced itself somewhat from it, for all kinds of reasons, which we need not go into here. All
this does not answer my question/challenge, though: we can use SL to teach/learn
‘directly/naturally’, like in RL, but then there’s no added value of SL over RL, is there? In this
way we’re not doing anything ‘impossible’ to do in RL; we’re simply replicating one method
of RL language pedagogy in-world.
The close association between the teacher’s feeling of SL immersion and their pedagogy,
which I sense, should ideally generate teaching ideas/techniques/methods/aids which would
cohere with this feeling, i.e. which would employ the affordances of SL which attract residents
in the first place. If SL were a simple replica of RL there would be no reason to go in-world.
The point is: there’s something more there. I’ve been trying to capture this intuition by the
seemingly paradoxical saying: “SL is just like RL, except better :-)”. Likewise SL pedagogy: it
should be just like FL, except better. The crucial question is: how can we make it significantly
better (and better implies different, even if different does not imply better)?
Logan Walker on February 18, 2009
I think some of the advantages of using SL are:
1. It provides access to visually stimulating, three dimensional environments – students can get
a more genuine experience of spatial relationships in a 3D world than a 2D map.
2. It provides opportunities to communicate with real people from all over the world – students
can have genuine interactions with others where they need to negotiate meaning and achieve
a communicative purpose (rather than always talking to their classmates).
3. It never closes – students can log in and find someone to talk to and something to do
without waiting for their scheduled language class to start.
4. It provides a kind of mask – students can hide behind their avatar and may be less conscious
of making mistakes or speaking out (and using an avatar also means people can’t form
opinions based on things like RL looks, clothing, age, etc.).
5. It speaks to “digital natives” in a language they understand – for some younger learners,
textbooks and board work are boring symbols of traditional education; a virtual world is
something fresh, exciting and engaging.
6. It provides a new and different way to practice language and engage students – which
allows teachers to add more variety to their classes and hopefully provides a rich and
memorable experience for students which may aid their retention of words or phrases.
7. It provides instant access to a wide variety of interesting experiences in diverse settings
which can be the start point for discussions and group work (both in SL and in RL).
8. It is a uncensored world with many different kinds of people – students are not protected by
the sanitized world of ELT textbooks where everyone is always nice to each other and
everything is very jolly.
48
“The ability to project oneself onto a virtual being offers significant advantages to those less confident by
offering a safe opportunity to expose ones (sic – WS/B) personality to others” (Minocha & Mount 2009:39).
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teach a foreign language, why build a virtual classroom with desk and a blackboard in Second
Life when you could build a whole ....... ?”
Osnacantab Nesterov on March 1, 2009
Well, Wlodek, I guess a simple end to the sentence would be... “when you can build a whole
city.” There is no doubt that classrooms and boards are not necessary for language learning in
SL. Classrooms are OK for getting out of and as long as the facilitator has a display device in
his/her inventory you can write things in the North Pole or the Sahara Desert - as long as there
are SL versions. What your question really invites us to consider, though, is just what do we,
ideally need for effective language learning in SL - and what don’t we need?
Wlodek Barbosa on March 1, 2009
The city for language learning is no equivalent of the cell for learning biology. The city is just
a venue/opportunity/stimulus to use/learn language, whereas the cell is the actual object of
study for biologists. As I was emphasizing a few times on this community, the question really
is: if (foreign) language is the object of study, how does one “rez” it in SL, considering that
language is an abstraction, not like a cell (to biologists), a planet (to astronomers), a building
(to architects), etc. Language is a code, not an object. Some parts of language are less abstract:
sounds, for example, are actually physically articulated in the mouth. But most language is
really pretty much unrezzable, otherwise than as a certain reified metaphor: hence my domino
idea and a few others. But... I feel this is still sadly inadequate, especially in comparison with
those proverbial biologists.
Osnacantab Nesterov on March 1, 2009
But isn’t one important fact that language learning is about behaviour? Learners are not, or not
principally, learning ‘facts’, they are learning how to behave. So what can be modeled in SL?
Perhaps there are parts of language that could be helpfully modeled – some of the linguistic
systems that are fairly stable – but learning a language, surely, involves performing it. And
where SL can help there is in providing physical scenarios that would provide opportunities
for certain parts of a language to be used. I’m not sure there are equivalents for language
learners to cells and buildings.
Daffodil Fargis on March 1, 2009
Wlodek, provocative question maybe but why do you want to “rez” language? SL itself can be
the object of study (e. g. going to places and reporting about them, examining attitudes,
etiquette, appearance in SL and writing or presenting orally about it, ...) So, I would modify
your sentence a bit and say: “If you want to teach a foreign language, why build a virtual
classroom with desk and a blackboard in Second Life when SL can be your “classroom?” :-)
Logan Walker on March 2, 2009
I think one of the best things about SL is the creative freedom it gives people. So students can
work together to build their own places and communicate with a lot of people while they do so
- with sellers, builders, scripters, and eventually visitors. Does this mean that the way to
complete Wlodek’s sentence is: “If you want to teach a foreign language, why build a virtual
classroom with desk and a blackboard in Second Life when you can help the students build
whatever they want?”
Wlodek Barbosa on March 2, 2009
Logan Walker said:
>(a) “help the students build whatever they want?”
After the added value debate ended with the completion of the EVO VWLL 2009 course and
the demise of the course Ning site, most of its content was ported to my (then) IFA department
Grou.ps website, which is still active at this writing. On http://zajek.grou.ps/talks/2601781 two
things happened: (1) additional discussants joined the debate, (2) I added some web-incited
reflections and links, mostly reacting ad-hoc to some new technological developments of some
relevance to the main theme. A selection of this material is reproduced below. Unfortunately,
Grou.ps does not provide for exact time-stamping, so the dates are approximate. The Grou.ps
added value debate was active between January 2010 and September 2011.
Wlodek Barbosa, January 2010
OK, so now continuing this discussion almost one year onwards, now “in real time”... I just
found this quote by Douglas Blane at http://www.tes.co.uk/article.aspx?storycode=6032871:
“But if virtual worlds were good only for distance learning using the transmission model of
education, innovative educators wouldn’t be as excited. Their real potential lies in interactive,
collaborative, student-led models of learning”. This “innovation”, however, is not what I have
in mind when I talk about the added value... One can have “interactive, collaborative, student-
led models of learning” in RL, and – let’s hope – some teachers actually endorse and practice
such pedagogy . The only potential of SL here is that it makes it possible to practice such
pedagogy at a distance, but being able to teach at a distance is not a specific added value of
Second Life, of course: it started long before virtual worlds were first conceived or
implemented. OK... Time to go on in search of the added value...
Wlodek Barbosa, January 2010
A message from Nathan Lowell on SLRL, 24 Jan 2010: “If you can instantiate your lessons in
three dimensions, you’re gold. If all you’re going to do is put 2d media in the 3d space, apply
the effort another way”. So, what he does is by and large associate (or equate?) the added
value (=gold) of SL for teaching with its 3-dimensionality. This is a very common argument,
based, as far as I can see, on the implicit comparison of 2d web with 3d web as channels of
delivery and communication. Fair enough. But RL is three dimensional, too, isn’t it? So why
should it be a specific advantage of SL that it is (simulated) 3d either? Look at it like this: 2d
web augmented/replaced 3d RL some time ago as VLE or VTE (Virtual Learning/Teaching
Environment); in terms of dimensionality of the respective experience, this was obviously a
retrograde step. Now we increasingly see 3d web augmenting/replacing 2d web as VL/TE,
which is of course a step forward in terms of dimensionality, but only wrt 2d web, not wrt RL,
right? So we’re now back to 3d, right? (Simulated, BTW). So what’s the big deal? Where have
we progressed? The bottom line, then, for me, is: if it is true that “If you can instantiate your
This was my last post in the added value thread on Grou.ps. Appropriately open-ended and
devoid of my own comment. Just a quote, really. Summarizing this long discussion: the added
value of SL, as defined somewhat negatively in the course of this exchange by providing
arguments why I believe an SL property X does not qualify, remains elusive. At the end of the
day, then, the best candidates for those pedagogical affordances of SL which do not exist, or
are practically hard to obtain, in FL (or in 2-dimensional internet) appear to be: (i) avatar
masking, (ii) text and audiovisual recording, (iii) gesture control, (iv) building (these from
Logan Walker), and (v) “environments and contexts unavailable within the classroom”, (vi)
“concretizing of objects to support visual learners” (these from Darren Nonis). This is
arguably a rather meager catch in this search for the FL-impossible in SL (language)
pedagogy. It shows, I believe, that SL (language) educators are still at the very beginning of
the long and winding road of (re)conceptualization, implementation and testing.
Before we leave this section, let me discuss one more SL affordance often nominated as
pedagogical added value, that of constructing holodecks. The concept appeared before in this
book, notably in the added value debate, where I mentioned “the glittery holodecks”. The topic
is huge and rich in interfaces, such as with psychology, architecture, cognition, even
philosophy (simulation within simulation), so all I can do here is to offer my general
impression, rather than in-depth analysis.
“The term holodeck derives from the Star Trek TV series and feature films, in which a
holodeck is depicted as an enclosed room in which simulations can be created for training
or entertainment. Holodecks offer exciting possibilities of calling up a range of instantly
available simulations that can be used for entertainment, presentations, conferencing and,
of course, teaching and learning. For example, if students of hospitality studies are being
introduced to the language used in checking in at a hotel a simulation of a hotel reception
area can be generated instantly by selecting the chosen simulation from a holodeck
rezzer, a device that stores and generates different scenarios. (…) Holodecks are
commonly used for a range of role-plays”.
(http://en.wikipedia.org/wiki/Virtual_World_Language_Learning)
I’ve always been somewhat uneasy about the status/desirability/usefulness of holodecks. It
seems the only real advantage is that they are easy to rez out of the SL inventory, when and
where one wants them. But I fail to see how they provide the real added value on top of what
one already has as default in SL... If we want a nice greengrocery place, for example, to play
out some communicative scenarios with our students, then surely there is no shortage of such
on the grid. Many will be much more detailed and better quality/functionality than the
holodeck we have got.
Enhancing/augmenting the holodeck with one’s own material could be this added value, like
adding HUDs, notecards, activities or sound files, etc. But then, some holodecks will not let
one do that unless one is willing to spend money on some customized versions. Additionally,
the whole task stops being the relatively easy one of rezzing a ready-made holodeck out of
The convenience and control afforded by holodecks in this connection are obvious, and I have
never doubted them in any way. What I remain somewhat sceptical of is not the value of
holodecks in creating the setting for communication and teaching thereof, but rather their
added value over FL classrooms and places, on top of affording synchronous meeting of a
numer of geographically distanced learners. I am far from denigrating holodecks as such, but I
somehow feel that we can do better than that, that we can actually ‘rez’ language (simulate it,
reify it) to the benefit of learners, as I was trying to explain above in the added value debate,
and as I will be proposing below, in the section on reification and PAVing.
Thus, at the end, rather than wait for the entire theory of SL pedagogical affordances with
added value to be built, I originally decided to develop one of the ideas which seems to me to
be the most fruitful among those mentioned above: that of concretizing or reifying abstract
concepts in SL, such as most linguistic concepts on all levels of language structure, for the
sake of better learning, with particular focus on experientially, visually and kinesthetically
minded learners of foreign languages. This original reification programme subsequently
passed through a number of stages to morph into Phonetically Augmented Virtuality (PAV).
49
Also known as the somewhat less autonomous: “Tell me and I'll forget; show me and I may/will remember;
involve me and I'll understand”.
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or: Phonetically Augmented Virtuality in Second Life English as a Foreign Language
but being able to do something with them is best of all. Now, doing something with abstract
concepts in the physical world is only possible if these concepts are reified, i.e. “converted
into or regarded as a concrete thing” (http://dictionary.reference.com/browse/reification).
Researchers and educators writing about VWs were quick to discover the reificationist
affordance of SL, of course. Winn and Jackson suggested 1999 that VEs are “most useful
when they embody concepts and principles that are not normally accessible to the senses (p.7)
(…) For example, they describe an environment that allows learners to control greenhouse gas
emissions and view models that metaphorically represent the effects of global climate change”
(Dalgarno and Lee 2010:19). Referring to SL, Kemp and Haycock wrote: “A skilled
instructional developer in such a setting would build structures, walkways, and interactive
objects. Much research is needed to help direct instructional developers working in immersive
spaces to create original learning experiences, to assess them and gauge improvements”
(Kemp and Haycock 2008:95). Reinforcing this message, Jeremy Kemp later wrote on SLED
that SL “is a joyous eden of manipulatives, a sandbox of experiential learning and a way for
learners to relate emotionally to peers and mentors. It’s a crappy slide and talk tool”. This
manipulative-kinesthetic joy is evident in the following affidavit: “I can visualize everything,”
said 21-year-old Jacqueline Rodriguez, a senior biology major at Texas Wesleyan University,
who took an advanced genetics course last semester that featured lab experiments conducted in
the Second Life world. “When we’re going over an idea, you can simply walk over and ‘see’
what you’re learning.” (http://vertito.blogspot.com/2008/07/second-life-wide-world-for-med-
science.html).
Many threads concerning SL affordances, advantages over FL and LMSs, added value and
reification have appeared on the SL Educators discussion list (SLED) during my five years in
SL. Most of them come from extremely well-informed SL theorists and practitioners, usually
affiliated with some institution of tertiary education in the USA. Here is a short selection of
posts concerning reification:
• On February 13th 2008, praising the virtual testis build in SL, where visitors can physically
go inside the testis and watch its chemistry and microbiology in action (see Danforth 2010
and 2012), Nanci Burk remarked: “One of the potentials of Second Life is the idea of
"Wow, what if students could fly through a [you-name-it]...?"”. In a way, this is a
borderline case, because it could be claimed that what happens inside of the testis (or heart
– there have been fly-through hearts in SL) is not an abstraction, but only hard-to-visualize
physical processes. It may be so, but to non-specialists such processes verge on the
abstract in their sheer complexity and mysteriousness, I believe. From this point of view,
flying through a testis is not very different from flying through Macbeth’s head.
• On August 7th 2008, Rochelle Mazar, an Emerging Technologies librarian at the
University of Toronto Mississauga library, the maker of Cancerland, brought up the
reification of emotions: “I think one of the advantages of SL is the ability to make
concepts “physical”. I’ve been learning a great deal about that in building Cancerland (…),
which includes conveying fear, anxiety, brain fog, feeling cold, tired, and in pain. I don’t
see why it would be any more difficult to build up a definition of postmodernism”.
• On August 12th 2008, Tom Werner reiterated the common SLED appeal: “Consider
Second Life for topics and learning objectives that involve 3-D objects, unique physical
settings, physical movement, decision-making in physical situations, and when access to
realistic settings is limited, when real-world settings are dangerous, and when repeated
practice in unusual setting is helpful”.
• Vicki Robinson, associate professor at National Technical Institute for the Deaf, on her SL
island “was able to develop activities for topics such as one-dimensional constant motion,
acceleration in a straight line, vector addition and resolution, free fall, graphing, volume
displacement, specific gravity, density, buoyancy, translational statics, density and some
associated concepts such as area and volume” (http://wallacecenter.rit.edu/tls/teaching-
physics-immersive-3-d-environment#accord=1).
• Michael DeMers reified some rather abstract geographical and topographical concepts,
such as map projections and spacial distributions with his MSU students using some of the
simplest default SL rezzing and GUI mechanisms, such as basic prims (spheres, cones,
cylinders) and maps (DeMers 2010).
• The Literature Alive! project has been developed since 2007 by Desideria Stockton
(FL=Beth Ritter-Guth), teacher of English and Women’s Studies at Lehigh Carbon
Community College in Schnecksville, PA. A number of mostly British and American
classics, from Beowulf to Poe, have been reified into interactive spaces and exhibits for
students to walk through and engage with the facts and ambiance of the given work of
fiction (Ritter-Guth 2007).
• Mindmapping in three dimensions has been rather popular in SL. There are various
models, “where every person can collaboratively touch to add nodes, connecting the nodes
change the shape, name the nodes, put notecards and links insides (sic – WS/B), and have
other getting the notecards” (Salahzar Stenvaag on SLED, July 1st 2009). Here is a
snapshot of one such object (Barbosa and some SL friends and colleagues standing
around):
• Other interesting reifications include: (a) Alliance Virtual Library’s walk-through book, a
virtual reality version of Bradbury’s Fahrenheit 451. In this case, scenes from the book
were rezzed in turn to follow the narration of the story, (b) the Freud Iceberg – an
interactive tour of the basic tenets of Freudian, Jungian and Rogerian psychology
(conceptualized by AJ Brooks (FL=AJ Kelton), the Director of Emerging Instructional
Technology for the College of Humanities and Social Sciences at Montclair State
University in New Jersey), (c) the Gardner’s Multiple Intelligences interactive build by
Zotarah Shepherd, an MA student of Education Technology at Sonoma State University.
• Finally, Rochelle Mazar proposed on SLED (September 10th 2008), possibly partly
tongue-in-cheek, to try to reify music in the following way: “Anyone want to loan me
some space to build an awesome interactive exhibit? I want to build a walkthrough
Pachelbel’s Canon”.
As I said above, I have not been able to discover any comparable reifications in SL focusing
on the language code. Prima facie, this might look rather strange, considering the amount of
foreign language contact (especially EFL/ESL, of course) and tuition going in SL. No fly-
through language grammar rules, no walkable vocabularies, no semantic networks built from
stretchable strings and interactive balls (like the mindmapping object mentioned above). No
hyperonym-hyponym hierarchies reified into pyramids, no complex multi-storey builds to
model the tense system of English, no building-block toys visualizing grammatical inversion
in question formation or the lexico-grammatical shifts in reported speech (sequence of tenses).
No manipulable ‘siftables’ à la Merrill to join into complex words by pre/suffixation in
English word-formation or to move around in forming multiple adjective-onset noun phrases.
Nothing to help visual/kinesthetic SLEFL learners to get to grips with the complex syntactic
rules governing the behaviour of subordinate clauses in English. And finally, nothing at all to
help them visualize SLEFL pronunciation.
The only exhibit which at all comes close to demonstrating the reificatory affordances of SL in
reference to EFL pronunciation which I know is the IPA chart converted into a stepping-stone
grid whereby by stepping on the stone representing a particular phoneme one can hear the
phoneme pronounced. The picture below comes from October 31st 2007, and was taken on the
lawn of one of the LanguageLab’s islands. This is an example of indirect/secondary reification
of a linguistic object, simply because the IPA symbols themselves obviously do not belong to
One fundamental objection to my argument that reification of abstractions might be one of the
affordances of SL which could count as its educational added value in the sense defined earlier
could be formulated like this: “So what is the big deal here? All these builds and structures
could in principle be erected in the real world as well, so where is their educational added
value compared to the tangible and interactive exibits one can find in better museums, libraries
and educational institutions, such as, for example, the Berkeley Natural History Museum
(http://bnhm.berkeley.edu) or Narodowe Centrum Nauki (http://www.ncn.gov.pl)?”. This is a
very strong counterargument to propose to someone who, like myself, is trying to identify or
create SL affordances which might be regarded as in some sense ‘better’ than those offered by
both FL f2f teaching and LMS-based e-teaching. Reifications described about could still count
in the latter comparison, but not in the former.
The crucial point, I believe, is the issue of feasibility in most cases, rather than categorically
conceived possibility. Let me take an example. To make the IPA code more memorable and
conceptually accessible a teacher might decide to (have students) build a structure in the
classroom exactly like the one shown in Snapshot 38, and with the same functionalities.
Compared to this kind of didactic aid its SL replica has little or nothing to offer as added
value. Indeed, the net result could be in favour of FL, with the well-known counter-
affordances of SL mentioned before, such as access difficulties and glitches. Yet, while
certainly possible, is this line of action ‘in real’ at all feasible? I guess not really (pardon the
pun). It is easy to see that the resources, effort, expertise and time necessary to build a FL IPA
stepping-stone grid would be prohibitive, to the point of making the venture completely
unfeasible. It is in this context that its SL analogue does offer added value, I believe. This
situation is different from the hyped SL affordance of taking a bunch of foreign language
students to a place frequented by native speakers to let them converse in an authetic setting:
first, we are now talking about actually ‘rezzing language’, rather than only creating
opportunities for its use, and second, language trips and camps seem to be much more feasible
in actuality (if not very common), compared to language reifications, judged from available
data.
Let me take one more example to illustrate the added value of SL reification of some language
abstraction, compared to FL. The following is a quote describing the tortuous FL construction
50
In the spring 2007 New Media Consortium Survey “Educators in Second Life” as many as 2/3 educators
answered “Learning how to write or use scripts” to the question “What topics would you like to know more about
in Second Life?” (www.nmc.org/pdf/2007-sl-survey-summary.pdf, page 12).
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or: Phonetically Augmented Virtuality in Second Life English as a Foreign Language
thirty PAVed activities listed in the Appendix only one-fourth involved work with reified
phonetic abstractions. This is, I am sure, not the limit of what can be done in SL with more
time, skill and dedication. Some ad-hoc ideas: (a) phonetic elision and silent letters could be
reified by kicking blocks out from the row, (b) insertion – vice versa, (c) phonetic odd-man-
out could be pushed outside a group of blocks, (d) AmE and BrE blocks could be moved to
different containers, (e) sounds could be rezzed from their distinctive features: textures,
colours, shapes, (f) intonation could be reified by positioning syllable-blocks or word-blocks
in the air51.
I have been peddling these and similar ideas in a variety of places in FL and SL alike. Some of
these presentations and lectures were recorded and are freely available online. For example, in
my OsnaGroup (http://osnagroupnew.pbworks.com/w/page/36120415/FrontPage) presentation
on PAV, held on July 9th 2009 in SL I talked, among others, about: (a) phonetic dominoes
(http://ifa.amu.edu.pl/~swlodek/dominoes.mp3), (b) word stress blocks
(http://ifa.amu.edu.pl/~swlodek/word-stress.mp3) and (c) the phonetic walk-through grid
(http://ifa.amu.edu.pl/~swlodek/walk-through.mp3). Interested readers can listen to my
presentation by downloading the mp3 sound files indicated. All three games are visible in
Snapshot 39, taken during the presentation, with numbers indicating their location in the order
above.
51
One can easily defy gravity in this way in SL, but in many respects SL physics is just like in FL.
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or: Phonetically Augmented Virtuality in Second Life English as a Foreign Language
With time and reflection I realized that the reification programme was just an integral part of
something much bigger, ideas which apparently needed time to germinate after they had been
sown in the LanguageLab ‘rezzable objects’ project in late 2007. The ideas finally found a
label some time in early 2009, probably due to the immensely stimulating EVO VWLL
course. I realized that what I was trying to do in SL with my ‘rezzable’ speaking objects,
loaded with phonetic information and quizzes, was simply bringing Augmented Reality from
FL into SL and using it in the service of SLEFL pronunciation teaching and learning. Because
it was all in a virtual world, and because it concerned pronunciation, I called it Phonetically
Augmented Virtuality. I believe that augmenting virtual environments, such as SL, with
educationally relevant information and media is one of those in-world affordances which offer
the best chance of genuinely adding some value to the teaching-learning process, in
comparison both with FL physical classrooms and with cybersphere-based e-learning systems.
The following section of this chapter is devoted to PAVing.
Each object in SL exhibits a number of physical properties known from FL, such as gravity,
mass, colour, shape, texture, etc. What is much more interesting for (language) educators,
however, is that it can also have features which are impossible or extremely hard to implement
in FL. For example, objects can behave in many programmed ways in response to touch or
impact. Objects can also contain other objects inside, such as notecards, audio/video
recordings, or their own replicas ready to rez.
These unique SL properties of all objects have not escaped notice by language educators. As
was mentioned earlier, when discussing the reification potential of SL, one of the most popular
affordances is making objects dispense notecards when touched by an avatar. The notecard
can contain explanatory/informative text, a test question, some instructions on the next step in
a quest, a picture, a landmark to teleport to, a url link to a web page, another notecard, and
other types of information. Objects which play linguistically relevant sound files, such as
recorded object name, are also used in many places devoted to foreign language teaching and
learning. As an example, one of the General specifications for the NIFLAR 3D world was:
“5. In addition to providing context for teacher designed, educational task driven activities the
3D environment should also optimally support object-triggered avatar interaction” (Koenraad
2010:13).
In this book we have so far encountered such objects in the quoted report from the
LanguageLab ‘rezzable objects’ project (Chapter 4.1.) as well as in my own pronunciation
games. Virtual Macbeth and the Kristallnacht exhibition also contain some objects with built-
in audio which is played upon avatar touch. Because inserting sound files into objects and the
LSL script playing them out are relatively easy to do in-world, this technique of delivering
multimedia content has been almost as popular as note-giving, i.e. programming objects to
dispense built-in notecards. Both techniques are widely used in many places in SL, both
educational and not. Successful use of audio playback from objects for foreign language
teaching and learning is a different story altogether, however. The best such achievement I
know is Calisto Encinal’s Mi Casa.
Calisto Encinal (FL=James Abraham), has created a rich environment for learners of Spanish,
where he has used such affordances of SL to the utmost (see here http://blip.tv/file/1320301
for a video tour). Briefly, in a Mexican-style villa many objects are interactive and offer
quizzes and quests. They give notecards, play audio files and ask test questions. Thus, while
walking around the house the learner will pick up many vocabulary items as well as a fair
amount of cultural information, especially concerning architecture and painting. The following
is a short introduction excerpted from Calisto’s own notecards available on the site. For more
information, visit his blog at http://calistoencinal.wordpress.com.
52
Or vice versa: “one could use AR to hide images (such as signs, video displays, even other people) considered
distracting or offensive” (Cascio et al. 2007:13).
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or: Phonetically Augmented Virtuality in Second Life English as a Foreign Language
well as exercises and tasks of all kinds. This phonetic information is built directly into objects
in the virtual environment and can be interactively accessed by the avatar”.
So, what exactly is the added educational value of this SL affordance? How does
AV-supported language teaching and learning compare to language education face-to-face in
FL and digitally mediated on the flat internet? From the short introduction of Calisto Encinal’s
Mi Casa it should now be obvious that the AV affordance inherent in SL has an enormous
potential for FLT/L. In a gamified virtual environment where literally every object can be
easily turned into an interactive learning aid all advantages of the more traditional didactic
methods can be exploited. The immediacy and embodiment of f2f 3d interaction between the
student and the teacher, as well as among students themselves, is replicated in the MUVE53.
The rich content characteristic of LMSs can be delivered to students where and when desired,
including to some mobile devices which are powerful enough to support virtual worlds.
Finally, the astounding affordances of AR in FL can be ported to MUVEs as AV to create
what is nowadays commonly called mixed reality
(http://en.wikipedia.org/wiki/Mixed_reality), allowing educators to get the best of both worlds.
Notice that Augmented Virtuality, in the sense in which I defined the term above, is by far
more feasible than AR in the ‘real’ world. On the level of hardware, to take advantage of the
augmentation of the real environment a visor of some kind is necessary. Nowadays this is
most commonly the screen of a smartphone (see HARP example above) or dedicated goggles,
such as in the much hyped Google glasses: http://www.youtube.com/watch?v=JSnB06um5r4.
Such solutions tend to be either uncomfortable in many learning situations or too expesive, or
both. On the level of software, AR requires: (a) extremely powerful image recognition to
identify objects of interest to the user, (b) very precise geolocation for the system to know
where the user is on the globe (and which direction s/he is looking), (c) mammoth databases
stored on the central servers, which deliver the augmenting information to the user,
(d) lightning-fast and incredibly capacious wireless transmission channels. Additionally, for
hands-free operation, like in Google glasses, (e) reliable speech recognition is needed, of
course. All these are costly to the extent of verging on the unfeasible. This may explain why,
barring the few exceptional niches where AR is actually used outside of demos and
advertising, we are yet to see it implemented on a larger scale. It may indeed be ominous in
this context that Gartner decided to put AR on a downward sliding course leading into the
trough of disillusionment, the same trough where VWs have been for quite a while now, by
the way.
The situation of AV looks in principle much more optimistic. Given the existence of the
virtual world and some method to access it for the residents, all of (a)-(d) are automatically
solved. In a seminal blog post of February 20th 2007, one of Linden Lab staff, Babbage Linden
(FL=Jim Purbrick) made a rather technically sounding comment, which translated into simple
English means more or less what I wrote above:
“Second Life is potentially a great platform for prototyping networked augmented reality
applications. Everything in Second Life has an Id, everyone has a HUD and scripts in
Second Life can use llSensor to scan the local area to read the Ids and llHTTPRequest to
retrieve information from the web associated with those Ids. Second Life is a world in
which everything has an embedded RFID tag and everyone can have an RFID reader,
internet connection and augmented reality display for free”
(http://lindenlab.wordpress.com/2007/02/20/augmented-virtual-reality).
53
“3D VLEs are as close as humans have gotten to replicating traditional face-to-face instruction (from a
psychological perspective) at a distance” (Annetta, Folta & Klesath 2010:86).
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or: Phonetically Augmented Virtuality in Second Life English as a Foreign Language
Immediate identification of all avatars and objects in-world is guaranteed automatically by the
id built into them, so no visual recognition is necessary at all. The same id tags locate every
object and avatar in-world with precision yet impossible to achieve in AR. The virtual world
itself contains the enormous database of information which is of immediate use by the system,
but if more is required (like in my PAVing), it can easily be built directly into the objects, with
no mediation of a separate database system. Finally, because all components of the system are
held on the same servers54, all transmissions are also internal to the system. This includes data
transmission from the databases to the user visualizer/client as well. In the case of AV there is
only one visual channel, of course, and no additional gadgetry is needed to put in front of
one’s eyes through which the augmenting information could be fed. The same computer
monitor handles both functions: showing the virtual world and the augmentation of it.
The affordances described by Babbage Linden have been used in-world in a number of
applications. Babbage himself designed and created Carbon Goggles
(http://carbongoggles.org), which afforded to overlay objects in SL with their carbon footprint
rating from AMEE (http://www.amee.com), as well as SlateIt, a social tagging and rating tool
to use in-world (http://www.youtube.com/watch?v=dsfZpYXrVvM). One of the most
notorious SL AV systems is called Max, the virtual guidedog
(http://www.virtualguidedog.com). Max can use the AV affordances of SL to provide to blind
residents what effectively amounts to audiodescription of the nearest environment. Max “gives
constant feedback about the immediate surrounding area, so like a real guide dog, he helps
visually impaired users avoid crashing into other people and objects. He assists them in
navigating the virtual world, reading messages and information with text to speech
technology” (from Facebook description:
http://www.facebook.com/note.php?note_id=90406984043).
Why, then – it would be legitimate to ask – with all these awesome developments, have we
still not got an all-out MUVLE completely linguistically augmented (say, Linguistically
Augmented Virtuality, or LAV)? If all objects in SL have some textual information in them by
default, for example in the [name] and [description] fields, why is it that we see practically no
LAV in SL which would exploit this affordance for foreign (practically – SLEFL) language
education? There are a number of reasons why this has not happened: from the global
economic issues affecting VWs, through the changing policies and strategies of Linden Lab
towards education in SL, down to some technical problems having to do with in-world object
creation (rezzing) and editing. I will discuss some of the latter problems in the last section of
this chapter, where I report on my own efforts to PAVe Virtlantis.
Before we go there, however, one more fundamental question should be raised in this section,
where I argue that PAV is one of the few affordances of SL as a VE which constitute its
genuine added value in comparison to FL education, be it f2f or online. The question concerns
the educational effectiveness of AV. Put in simple terms: is there some empirically observable
added value in student achievement when AV (LAV, PAV) is used in the teaching/learning
process, compared to: (a) in-world teaching/learning without AV on the one hand, and (b) FL
teaching/learning with AR, on the other? The disappointing answer is: we do not know.
Because Linguistically Augmented Virtuality of the Mi Casa type, as well as PAV, which I
have been implementing in Virtlantis, have never been tested for effectiveness, the jury is not
even yet out on this issue; the jury has not yet assembled.
54
This is a gross oversimplification from the point of view of the internal hardware-software server structure of
Second Life, but what counts here is the confrontation with AR, rather than the internal details of the Linden Lab
systems. In this sense, all of SL is in one place.
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Even on the more general question of global MUVLE effectiveness “much research is needed
to help direct instructional developers working in immersive spaces to create original learning
experiences, to assess them and gauge improvements” (Kemp and Haycock 2008:95). And yet,
it is naturally even harder to propose valid and reliable research design comparing the
effectiveness of language pedagogy with and without AV resources. While it would seem to
be (at pains) possible to narrow down the targeted dependent variable cloud to a manageable
size, for example focusing on vocabulary retention, the complexity of the independent
variables is quite forbidding. This is one of the main methodological problems in researching
the effectiveness if ICT in education globally; here the difficulties are compounded by the
specificity of MUVLE and AR. For example, as mentioned earlier in the section concerning
immersion (Chapter 2.2.), the educational effectiveness of MUVLEs seems to depend on the
level of immersion of the student, and this is very hard to gauge objectively. One can only
hypothesize that how students react to (L)AVed objects, and how much learning benefit they
draw from them, will also partly depend on their feeling of presence in-world. This is not to
say that contrastive research of the kind sketched here is impossible, but only that it will be
very difficult. This awareness among potential researchers may be – to offer this somewhat
cynical remark – one reason why we are yet to see empirical studies of this kind.
Even the slightly easier empirical research design where effectiveness is studied in FL only,
with the experimental condition involving AR, and the control condition being AR-less
teaching, is hardly forthcoming. For example, “Patrick O’Shea, the current HARP director at
Harvard, says that by entailing students to walk around and rely on handhelds, augmented
reality tools force them to play a more active role in their own education. While O’Shea notes
that researchers have not conducted rigorous quantitative analyses on whether or not
augmented reality is improving learning, anecdotal evidence does show that it is certainly
boosting student excitement about learning” (http://vroot.org/node/4826). Now, if AR appears
to be effective, and AV is its analogue in VWs, it should logically be effective as well. This,
however, remains an empirical issue to be studied.
The problem with Pedro’s script was that it made objects attract, but not repel. So, the
dominoes were happy to snap into any sequence whatsoever, without first checking if the
phonemes on the edges of the words built into each stone matched. According to Pedro
(personal email communication): “the Stackable Graph Cubes would need a lot of changes to
make them work” in the selective domino fashion, i.e. with movement to and away.
Nevertheless, the effect of magnetized cubes achieved with but a few lines of code in-world,
compared to the sophistication of its possible FL analogues is quite astounding, I believe. I
have used Pedro’s script later in a variety of games, and I daresay they always met with
considerable success among my students.
The main pedgogical goal of the domino game was of course phonetic awareness raising. EFL
learners often think about words in terms of letters, rather than sounds; this heavy orthographic
bias appears to be caused by the overreliance on printed sources in EFL teaching, with spelling
pronunciation being an almost unavoidable consequence. The concept of phonemic identity
despite graphemic difference (and vice versa, of course) can be relatively hard to grasp,
especially to those learners whose native tongues are graphophonemically more consistent
than English.
My second activity exploiting PAVed objects, and targeting the same erroneous impression
that English words mainly have a graphemic shape, was the Phonetic synesthesia game of
December 30th, 2008 (see Appendix 2.). In this game objects were not magnetized and there
was no requirement of moving them around at all. The players simply walked among them,
clicked and listened (LanguageLab’s sound recordings were recycled), whereupon they tried
to correlate sound with the visual attributes of the objects (the very essence of synesthesia).
This turned out to be among the hardest of all my phonetic games and quests ever rezzed in
Virtlantis. Quite apart from suppressing the strong orthographic bias and having to think in
terms of sound, the participants had to form new conceptual categories in their minds, such as
“compound or phrase”, on the basis of very limited evidence. To make the game even more
challenging (probably too challenging!), and to further underscore the phonetic aspect of
English words, I did not put the graphemic names of objects in hovertext above them, so that
players really had to click and listen to know what the actual name of the object was.
Eventually, quite a few of the participants failed to correctly create the phonetic categories,
even though the visual categories, correlated with the phonetic ones bi-uniquely, were in plain
sight.
Snapshot 42 shows the first version of the synesthesia game, with my avatar on the left, the
launchroom whiteboard on the right, and my SL home in the background (pool in front). As
can be seen, at that time I did not have to commute very far to work!
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Snapshot 42. PAVed synesthesia game in Barbosa’s launchroom
For my next PAVed game, Proverbs halved of March 4th 2009 (Appendix 3.), I used my own
recordings of the five actually rezzed proverbs. I edited the wav audio files with Audacity, and
uploaded all ten proverb halves into SL for $L 10 each (= $L 100 = about 40 US cents).
Unlike with the previous two games, the goal of this one was not specifically phonetic, even
though it was PAVed with the built-in recordings. The proverbs activity turned out to be a nice
pretext for talking about cultural/historical differences across different languages embedded in
‘wise sayings’ of various nations.
Notice that in all of the three cases above, like in many other activities which I designed later,
there was a contingency plan in case participants had problems with sound, movement and/or
manipulation of objects. As explained in Chapter 2.1., sound files can easily be embedded in
SL notecards, so students can manipulate words and sentences there, rather than in the 3d
environment.
For the What am I? activities on March 18th 2009 and on May 18th 2011 (see Appendices 4.
and 25.), I used the sound files with sundry recordings available in the inventory ‘library’ of
free objects, which each avatar gets as default on first entry into SL. These were inserted into
ordinary plywood boxes, which are the default objects rezzed ex-nihilo (rather than out of the
inventory) in-world. Again, like with synesthesia, to make participants focus on sound, no
My first treasure hunt/quest came with the next activity, the Find objects whose name..., on
April 15th 2009. As can be seen in Appendix 6., I did not insert any phonetic material into
existing objects, nor did I rez any. The hunters only needed to find Virtlantis objects matching
phonetic criteria. The way the activity was designed did not make it very easy for newbies or
inexperienced SL residents. This was because in order to find objects with fitting names, they
had to “right-click the object, edit it, go to the [General] tab, look at the [Name:] field”, and
Finally, on June 24th 2009, “phonetically augmented virtuality (PAV) has come to Wlodek
Barbosa’s launchroom and house in Virtlantis” (see Appendix 8.)! This was my first properly
PAVed treasure hunt: the objects actually contained some extra phonetic information which
augmented the normal contents. At that time only five of the objects held sound files; this
changed gradually until as many as forty objects around Virtlantis were PAVed with sound in
September 2011. One obstacle to more extensive PAVing was the complex SL permission
(perms) system, whereby only creators/owners can edit their own objects without any
limitations. As explained in the notecard, I did not PAVe the existing games beyond what they
had already contained. A magnetized domino piece with the additional phonetic question in
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the [name] or [description] fields would be a bit too much, I thought. The method of retrieving
the PAVed textual content from an object by hovering the mouse over it, even if better than
constant [edit]ing, was still rather unfriendly. I later managed to get a script which was able to
read this information to the touching avatar on the private IM channel directly from a notecard
inserted in the object.
In Snapshot 46 one can see exactly how treasure hunters saw the embedded phonetic
information: Barbosa is [edit]ing one object in his launchroom; the edit window opens with
the [name] and [description] fields on the [General] tab. The former field contains the name
string Tropical Plant, the latter holds the PAVing information: “Tropical Plant - in <plant>:
/a:/ in British English, /&/ in American English” (see item 28 in the notecard in Appendix 8).
At the bottom of the [edit] window one can see that nobody is allowed to move or copy this
object, save the owner, i.e. Wlodek Barbosa in this case. On the left of the scene the
red/green/blue object positioning arrows can be seen.
Concurrently with the treasure hunt I was working on the Phonetic walk-through grid (word-
stress version), which was also unveiled on June, 24th 2009 (Appendix 9.). This was a simple
activity which should appeal particularly to highly kinesthetic learners, of course, as it
afforded (and required) ‘physical’ avatar body movement. From the reificatory point of view,
an abstract concept of the dactylic rhythmic foot (regardless of the particular exponent word)
was reified as a stepping-stone path through the grid. A fancy script added to the walk-through
even lit up, Saturday-night-disco style, the stone on which the avatar was standing at the given
moment. There were two other versions of the walk-through: one with the path leading along
stones with phonemically matching edges (like the domino game), and the other (Appendix
19.) where the player was supposed to step on British-English-pronounced stones. Some of the
sound files in my walk-throughs I got from Carolrb Roux, together with textures containing
digits, day- and month-names.
The domino walk-through is illustrated in Snapshot 47. As can be seen, the starting red stone
is identified in hovertext above it, in the bottom left-hand corner. Because Barbosa’s GUI at
the moment of taking this snapshot was set to reveal basic object information on mouse hover,
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the label and general info (plus the owner, etc.) are shown across the light-blue square. With
default settings they would not be visible. The local map of the surroundings appears in the
right-hand top corner of the screen.
With the beginning of my second year of SLEFL teaching I was continuing PAVing with
some new ideas. In my Phonetic transcription game, tried out on July 8th and September 16th
2009 (Appendix 10.), I first used the newly acquired ‘finder’ software from the in-world firm
Magicians. As explained briefly in the notecard, this script locates all objects and avatars in
the given radius by looking into their [name] fields. Needless to say, this is a wonderful tool
for PAVing, or indeed AVing generally. The SL affordance making its operation possible was
mentioned above in connection with Babbage Linden’s augmentations in-world. The rationale
behind it is simple: if everything in SL is tagged with an id, it is enough to query the servers
with these specific tags to see whether and where the objects are on the given island.
On top of this affordance, normally exploiting regular orthography of object names, I now
built the phonetic transcription layer. If queried with the proper string, such as /Co:k/ for
chalk, the Finder would point its cone towards the object and beam a stream of particles, as
shown in Snapshot 48. The avatar could then follow the beam to locate the object. With no
object of the given name in the vicinity, the Finder would return a not-found message, which
meant that the transcription entered in the query was wrong. This was actually often the case
in my activity, because of the notorious difficulty of handling phonetic transcription by EFL
students. As it turned out, then, the problems with transcribing somewhat obliterated the main
goal of the activity, which was, like before, the raising of phonetic awareness of the
participants (globally) and the exercise in pronouncing the names of the specific objects
located by the Finder. It is after such negative experiences of using SL-adjusted IPA
transcription, as well as some explicit comments from my students, that I gradually phased out
the use of transcription in my activities in-world whatsoever.
The next two games, 10 most common 4-syllable words in English and their stress patterns of
October 14th 2009 and Phrase stress finder game of October 27th 2009 (Appendices 11. and
12.), used the same Finder mechanism, except this time the query terms were word and phrase
stress patterns symbolized with strings of big and small Oo’s. At that time there were 28
objects PAVed in Virtlantis which could be searched with the Finder. The main pedagogical
problem with the two activities was that they both required only one precise stress pattern
entered in the search, with no space for casual speech variation, for example. Thus, [ordinary
Oooo] had to be entered with four syllables, i.e. as a slow/careful variant, rather than as
[ordinary Ooo] with weak vowel syncope. Theoretically, one could tweak the Finder script to
intelligently parse the query string to take care of such variation, but this requires a rather
advanced level of LSL skills, which I did not have at that time (or now). Another potentially
difficult issue with these activities, like with all word-stress-related activities, was the cross-
Atlantic variation in accentuation. Students speaking American English might be tempted to
search for [ordinary OoOo], or even [ordinary ooOo], with the frustration of getting a
not-found message. What seems to be required here to fully account for natural language
phonetic variation is much more Artificial Intelligence. This remains true of PAVing, as well
as all of SL education, and practically all of educational ICT, whether online or not. It seems
that educators will need to be rather patient on this front.
As can be seen from the inspection of the remaining notecards in the Appendix, most of the
other games and activities were variations on the themes described above. There are some,
however, which deserve some discussion. In spring 2010 I started making ‘phonetic cocktails’:
cocktail glasses were rezzed and PAVed with notecards and scripts to generate lists of words
or phrases upon touch, most with some pronunciation relevance. The text would appear in the
avatar private IM channel, not to spam the surroundings; these activities were expressly
designed to be asynchronous self-access only, even if I did use them with a group on a few
occasions, mainly as a filler. No answer verification or evaluation was built in, mostly due to
my meager LSL scripting skills. The task for the learner in each case was to read (listen to) the
generated text, with advice to read aloud (repeat) and pay attention to pronunciation. As many
as eight such cocktails were rezzed, eventually. All are shown in Snapshot 49.
The 200 common English phrases of June 9th 2010 (Appendix 17.) is at the bottom left, with
the following cocktails, going clockwise:
• Hard phrases split and mixed, e.g. which of the three is correct? 1. “failure to tap into
human potential”, 2. “failure to tap into a certain number of options”, 3. “failure to tap into
imaginable outcomes” (phrases taken from the log of one of Kip’s own activities in
Virtlantis)
• Does this make sense, e.g. “recently similar community”, “absolutely individual policy”,
“suddenly particular example” (Phrase generator, June 9th 2010, Appendix 16.)
• 84 common English phrases, e.g. “an increase in the number” (121), “the economy as a
whole” (87), “a knock on the door” (77) (taken, with frequency figures, from the British
National Corpus; a variant of activity in Appendix 18.)
• Which word is this?, e.g.: “an animal which has black and white fur, lives in holes in the
ground, and is active at night” (badger; taken from my in-world dictionary, a separate
P/LAVing thread of my work which is not covered in this book)
• Fast speech in English, e.g. “By the time you’re old enough to appreciate your parents
you’ll have children of your own who take you for granted” (recordings for this cocktail
came from the How Much Wood Would a Woodchuck Chuck course, used with permission
from the Publishers; see Mańkowska, Nowacka and Kłoczowska 2009)
• Which proverb is correct? (based on Proverbs halved, see Appendix 3.)
• 30 phonetically hard English sentences, e.g. “Many of these people came from southern
Europe, particularly Italy and Eastern European countries, such as Austria, Hungary,
Poland and Russia.” (phonetic difficulty measured with my PDI tool, see Sobkowiak 2004
and conference handout here: http://ifa.amu.edu.pl/~swlodek/PDI in SLEFL.pdf)
55
After a few attempts to PAVe Virtlatis holodecks I gave up because it turned out that my scripts interfered with
the ones embedded into the holodeck and responsible for its correct functioning. With more scripting skills I am
certain this problem could be overcome.
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specialists have seen as a prime example of gaming advantage over dry school learning? After
all:
“People are poor at learning what words mean when all they get is a definition that spells
out what a word means in terms of yet other words. Recent research suggests that people
only really know what words mean and learn new ones when they can hook them to the
sorts of experiences they refer to — that is, to the sorts of actions, images, or dialogues
the words relate to (...). This gives the words situated meanings, not just verbal ones (...)
Games always situate the meanings of words in terms of the actions, images, and
dialogues they relate to, and show how they vary across different actions, images and
dialogues. They don’t just offer words for words” (Gee 2005:36).
There are two basic conditions for such radical SL AVing to work: (1) it must be feasible and
relatively easy to query the island database for names/descriptions of the objects on it, and
(2) the names/descriptions of the objects must show some consistency. As it turned out,
neither condition can be fulfilled. Below are some excerpts from the (short) SLED thread
which resulted from my query:
Date: Sun, 4 Jan 2009
From: “Wlodzimierz Sobkowiak” <swlodek@ifa.amu.edu.pl>
Subject: Object names in SL
To: <educators@lists.secondlife.com>
Dear SLEDers,
For some time now I’ve been thinking about the issue of in-world dictionaries for
learners of English as a foreign language. One thread of this thinking leads me to the
question of possibly taking advantage of the ready-made lexical information normally
built into SL objects by their creators, and available from the object <edit> menu. My
question to to SLED is this: is there a way to easily collect the names of all objects in a
sim/region/plot, say from the <name> field in the <General> tab of the edit menu? Maybe
in another way? BTW, from your own experience: how often does the field contain the
actual name of the object?
I was lucky to get some response from the most experienced builders/scripters in SL. Here is
what they said:
“Sensors only return the closest 16 “hits” so scanning a whole sim takes quite a bit of
effort for each object to get complete coverage (...) Quite a lot of important things are
well named, and pre-bought things, but there are an awful lot of “objects” out there too.
I’d guess over 30% in general56 (Eloise Pasteur,
http://educationaldesigns.eloisepasteur.net/#aboutme).
“There’s no standard protocol for naming objects, or even a requirement that an object’s
creator assign it a name. SL automatically gives any object the default name “Object.” A
lot of builders are part-timers, like me. We’re building for ourslves or for a group we
belong to, rather than building things for sale to the general public. We aren’t very
methodical about naming things (...) As I look around SL, it seems to me that other
builders, other than the commercial guys, are no more logical than I am about how they
name things. (...) There are thousands of objects on most sims, ranging from building-
56
“A study showed one of the biggest barriers to making Second Life accessible to visually impaired users is its
apparent lack of metadata, such as names and descriptions, for virtual world objects. This is a similar problem for
the accessibility of the web where images may lack alternative tags. The study found that 32% of the objects in
Second Life are simply named "object", and up to 40% lack accurate names.”
(http://en.wikipedia.org/wiki/Second_Life)
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sized things to individual flowers. I wouldn’t WANT a catalogue of all that stuff, even if
I could sort it to figure out what all the random names meant” (Rolig Loon).
“My company already has some of the things you’re looking for – we’ve done a lot of
work scripting language learning tools for SL. One of the things you’re after is a basic
scripted object called a Finder. You type the name of the object you want to locate and
then (depending on the specific script) the Finder will say the name and distance to the
object and/or target it with a trail of particles so it’s easy to find (...) I’d be happy to send
you basic Finder code if you drop me an IM in-world” (Kim Anubis (FL=Kimberly
Rufer-Bach) from the Magicians).
Thus, as a result of my query on SLED I was given the basic Finder free of charge (!), but I
also realized that it would be highly unrealistic to expect that the millions of SL residents will
start naming their objects consistently in the foreseeable future. Giving up the beautiful dream
of SL-as-dictionary, I resigned myself to manually PAVing some objects on only one SL
island, Virtlantis, with all the troublesome issues detailed above; the nitty-gritties of PAVing
are decribed below in some detail. It will immediately be seen that without some kind of
automatization of the process it can hardly be scaled to hundreds of objects without the
expense of time and effort which would be hard to obtain from most SL residents on a
voluntary pro-bono basis. My estimate is that one object takes about 10 minutes to PAVe.
Thus, PAVing the forty objects on Virtlantis would have taken me the whole day’s work. In
reality, of course, it took much more… These are the main steps necessary to PAVe one
object:
1. An object appropriate for PAVing must be located (I avoided scripted objects, such as
holodecks, teleporters, poseballs, etc., for reasons explained above)
2. Lexicographic content must be found for the object’s name: Wiktionary is default, but
other sources are sometimes used. Recordings or example sentences are sometimes not to
be found in Wiktionary; phonetic transcription sometimes only appears for one English
accent, e.g. American English; definitions are sometimes too scientific...
3. The content must be edited in most cases: (a) soundfiles are captured, cleaned, amplified,
cropped and uploaded to SL, (b) definitions, transcriptions and example sentences are
adjusted/edited.
4. I must decide on the pronunciation issue to ask the phonetic question about, and about the
appropriate formulation of the question.
5. Content is loaded into the object in the form of: (a) the .wav soundfile, (b) the LSL script
which creates the hovername, plays the soundfile and IMs the text to the avatar upon
touch.
6. The functioning of the PAVing is checked (script clashes happen), the SLURL is taken
down to easily locate the object later, and the object is added to the list of PAVed objects.
7. Points 5 and 6 are repeated for those objects which are replicated around the sim, such as
fences, palms or stones.
So, at long last, what have I achieved PAVing Virtlantis? At the end of September 2011 there
were about forty PAVed objects around the island. All of them contained:
1. name,
2. phonetic transcription (in IPA),
3. definition (from Longman dictionary, ver. 4.2. on CD-ROM),
4. example sentence (from Longman dictionary, ver. 4.2. on CD-ROM),
5. recorded audio file,
6. a phonetic question.
Being three in Second Life (21/03/2010) Being four in Second Life (21/03/2011)
To go on a Neytiri shopping spree, Funny being kicked out from some good old sims,
Then take her to VWBPE Being careful with rezzing – for lack of prims,
And EVO TLVW 2010 Still struggle with scripting and with perms,
To snugly join tsaheylu there and then :-) And moving... ‘cause Lindens changed the terms.
Funny to go to work on Wed, 9 CET... Funny to see enthusiasm ebb and wane...
To tweak those scripts... And Murphy? Yes! You bet! Then re-ignite and kindle, never feign.
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Cascio, Jamais et al. 2007. Metaverse roadmap pathways to the 3D web. A cross-industry
public foresight project. Mountain View, CA: Acceleration Studies Foundation.
(http://metaverseroadmap.org/MetaverseRoadmapOverview.pdf).
Childs, Mark. 2010. Learners’ experience of presence in Virtual Worlds. University of
Warwick PhD dissertation. (http://wrap.warwick.ac.uk/4516).
Childs, Mark. 2011. The role of embodiment in student success in virtual worlds. ALT Online
Newsletter 22.
(http://archive.alt.ac.uk/newsletter.alt.ac.uk/newsletter.alt.ac.uk/1unyif6d9se.html).
Cliburn, Daniel and Jeff Gross. 2009. Second Life as a medium for lecturing in college
courses. Proceedings of the 42nd Hawaii International Conference on System Sciences,
My unpublished presentations
Sobkowiak,Włodzimierz. 2007. Rezzable objects in the classroom, or: my first EFL lesson in
Second Life. (http://ifa.amu.edu.pl/~swlodek/First lesson in SL.pdf)
Sobkowiak,Włodzimierz. 2009. Phonetic affordances of Second Life. Presentation at
Mówienie w języku obcym conference, Konin, May 18-20 2009,
http://ifa.amu.edu.pl/~swlodek/Afford.pps.
Sobkowiak,Włodzimierz. 2009. Phonetic Affordances of Second Life for EFL. Pecha Kucha
presentation, uploaded to YouTube July 3rd 2009,
http://www.youtube.com/watch?v=uDlWtCtQB8I and http://blip.tv/file/2315534.
Sobkowiak,Włodzimierz. 2009. Phonetically Augmented Virtuality in Second Life.
Presentation at III International conference on native and non-native accents of English,
Łódź, 11-13 December 2009, http://ifa.amu.edu.pl/~swlodek/PAV in SL.pdf.
Sobkowiak,Włodzimierz. 2010. Dictionaries in Second Life. Presentation at the School of
English AMU, May 26th 2010.
http://www.slideshare.net/Wlodzimierz_Sobkowiak/dictionaries-in-second-life
Sobkowiak,Włodzimierz. 2011. Teaching EFL in SL. Presentation at V-lang conference,
November 17th 2011, http://ifa.amu.edu.pl/~swlodek/Teaching EFL in SL.pps
More links on SLEFL pronunciation teaching are available from my dedicated website:
http://ifa.amu.edu.pl/~swlodek/Second_Life.html.
th
1. Dominoes (9 cube version), December 10 , 2008
----------------------------------------------------------------------------------------------------------------------------------------
I HEAR AND I FORGET, I SEE AND I REMEMBER, I DO AND I UNDERSTAND
Audio-enhanced objects are linked to each other domino-style one by one to match the offset-onset
sounds, e.g.: alcohol-lemonade-duck-cabbage-gin. Complications are discussed (e.g. 'linking' /r/).
Correctly linked objects 'stick' into a flexible chain, wrongly linked repel each other. In both cases
objects 'say their name' without any additional learner action.
This original phonetic idea can be applied to any language units and structures. Their
properties/features/functions can be the basis for their differential behaviour, e.g. irregular verbs will
attract each other, or parts of a complex grammatical structure, such as some English tenses.
Right now, there're only nine dominoes in the set. Arrange the nine coloured cubes domino-style to
match SOUNDS at the edges of words. Cubes say their name when left-clicked. Here's the list (in
alphabet order): apricot, cereal, cream, ketchup, lettuce, milk, pork chops, spoon, T-bone steak.
th
2. Phonetic synesthesia game (ver. 1), December 30 , 2008
-------------------------------------------------------------------------------------------------------------------------------------
Synesthesia is a neurologically based phenomenon in which stimulation of one sensory or cognitive
pathway leads to automatic, involuntary experiences in a second sensory or cognitive pathway
(Wikipedia).
Blocks are lying around in large quantities. They vary in colour, shape and size. Each object attribute
correlates with one phonetic attribute, e.g.: (a) number of syllables/sounds, (b) contains a specific
sound, (c) begins/ends in a specific sound, (d) main stress position, etc. Objects say their name when
touched (left click). The aim of the game is to guess the correlation between object attributes and
phonetic properties. The smaller the number of touches the better. For example, all of "ankle, elbow,
overcoat" and "umbrella" might be blue - they begin with a vowel; all of "apple, butter, chicken, cider,
cucumber, kettle, liquor, liver, pickle" and "sugar" might be cubes - they all end in a syllabic sonorant
(in American English). Answers are listed at the bottom of this notecard.
Answers:
-------------
yellow (contains the sound /l/): blueberries, eggplant, lime, lettuce, milk
green (contains the sounds /tS/ or /dZ/): cheese block, cherries, ketchup, orange juice, pork chop
red (contains a diphthong): apricot, cantaloupe, cereal, coconut, grapes, rice
orange (contains the sound /r/ in AmE): corn, pear, toast with butter, watermelon, yogurt
cube (1 syllable): corn, grapes, lime, milk, pear, rice
sphere (2 syllables): cereal, cheese block, cherries, eggplant, ketchup, lettuce, pork chop, yogurt
pyramid (3 syllables): apricot, blueberries, cantaloupe, coconut, orange juice
cylinder (4 syllables): toast with butter, watermelon
big (compound or phrase): blueberries, cheese block, coconut, eggplant, orange juice, pork chop, toast
with butter, watermelon
small (simple word): apricot, cantaloupe, cereal, cherries, corn, grapes, ketchup, lettuce, lime, milk,
pear, rice, yogurt
apricot: small red pyramid
blueberries: big yellow pyramid
cantaloupe: small red pyramid
cereal: small red sphere
cheese block: big green sphere
cherries: small green sphere
coconut: big red pyramid
corn: small orange cube
eggplant: big yellow sphere
grapes: small red cube
ketchup: small green sphere
lettuce: small yellow sphere
lime: small yellow cube
milk: small yellow cube
orange juice: big green pyramid
pear: small orange cube
pork chop: big green sphere
rice: small red cube
toast with butter: big orange cylinder
watermelon: big orange cylinder
yogurt: small orange sphere
th
3. Proverbs halved, March 4 , 2009
-----------------------------------------------------------------------------------------------------------------------------------------
Fourteen English proverbs have been cut in half and the halves mixed up. Reconstruct the original
proverbs from these parts. While there is only one correct form of each proverb, some incorrect splices
Proverbs halved
----------------------
*A bad excuse...
...all would be wise.
*An hour in the morning...
...and he'll hang himself.
...and rise with the lark.
*Books and friends...
...bring forth May flowers.
Can't make an omelette...
...come when you're called.
...drink with measure.
Eat at pleasure...
Fortune favours...
Give a fool enough rope...
Go to bed with the lamb...
*He that is born to be hanged...
If things were to be done twice...
*...is better than none at all.
*...is paved with good intentions.
*...is worth two in the evening.
March winds and April showers...
Never put off till tomorrow...
*...should be few but good.
Speak when you're spoken to...
*The road to hell...
...those who use their judgement.
...what you can do today.
*...will never be drowned.
...without breaking eggs.
Correct proverbs:
-----------------------
*A bad excuse is better than none at all.
If things were to be done twice, all would be wise.
*An hour in the morning is worth two in the evening.
Give a fool enough rope, and he'll hang himself.
Go to bed with the lamb, and rise with the lark.
*Books and friends should be few but good.
March winds and April showers bring forth May flowers.
Can't make an omelette without breaking eggs.
Speak when you're spoken to, come when you're called.
Eat at pleasure, drink with measure.
Fortune favours those who use their judgement.
*He that is born to be hanged will never be drowned.
57
All fourteen were rezzed for an activity on February 9th, 2011.
Włodzimierz Sobkowiak: Five years in Second Life 145
or: Phonetically Augmented Virtuality in Second Life English as a Foreign Language
*The road to hell is paved with good intentions.
Never put off till tomorrow what you can do today.
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4. What am I? (ver. 1) March 18 , 2009
---------------------------------------------------------------------------------------------------------------------------------------
Listen to a variety of RL sounds and guess what their source is. To give you a hint, the first letter is
provided of the standard word to refer to the sound, for example: [c-] for [creak] (like a door hinge not
oiled). Correct answers at the bottom.
1. B...
2. B...
3. B...
4. B...
5. C...
6. C...
7. C...
8. D...
9. K...
10. L...
11. S...
12. W...
13. X...
Correct answers
----------------------
1. Bell
2. Bird
3. Boing
4. Bubble
5. Car engine
6. Crackling fire
7. Cricket
8. Doorbell
9. Knock
10. Locust
11. Slidedoor
12. Water flowing
13. X-mas
cantaloupe
cherries
coconut
ketchup
lettuce
watermelon
zucchini
Correct answers:
----------------------
cantaloupe [Ooo]
cherries [Oo]
coconut [Ooo]
ketchup [Oo]
lettuce [Oo]
watermelon [OoOo]
zucchini [oOo]
58
In the in-world notecard.
Włodzimierz Sobkowiak: Five years in Second Life 147
or: Phonetically Augmented Virtuality in Second Life English as a Foreign Language
th
6. Find objects whose name..., April 15 , 2009
-----------------------------------------------------------------------------------------------------------------
In this scavenger hunt you should find objects in the idicated area whose names meet certain
pronunciation criteria. Right-click the object, edit it, go to the [General] tab, look at the [Name:] field -- if
the name meets the criterion, copy it to this notecard, which you'll hand back at the end of the hunt. Be
ready to pronounce the names of the objects copied.
th
7. Phonetic dice game, May 20 , 2009
----------------------------------------------------------------------------------------------------------------------------------------
Two dice are rezzed with six names on each, one on each face of the dice. Each player tosses the dice
by clicking on the 'master' cube, the one with the "toss me!" hover text (this is the limitation of the dice
script). There are now a few different versions of the game, first simple ones:
1. The player simply reads the two names which show on the top face of each piece. Feedback is
provided.
2. The player decides what the two names have phonetically in common, and explains the best s/he
can.
3. The player decides if the two names have the same number of syllables. If yes, a point is scored.
4. The player decides if the two names have any identical sounds. If yes, a point is scored.
5. The player constructs a date from the two dice like this:
(a) month: the top face of either of the two dice,
(b) day number: add the two month numbers,
(c) year: add the number of either dice to 2000.
Example: the dice show March and September. The month is March or September. The day is 12th
(March=3 + September=9). The year is 2003 or 2009.
Player says:
- March 12th 2003, or:
- September 12th 2003, or:
- March 12th 2009, or:
- September 12th 2009.
By virtue of 5b the day numbers will always fall between 8 (January+July) and 18 (June+December).
Similarly, by virtue of 5c, the years will be between 2001 and 2012. You can easily change this using
other permutations of the originally tossed two month numbers, of course :-). Imagination is the limit.
Whatever you do, the main goal of the game is phonetic. In version 5.: pronouncing dates like this is
difficult because of difficult sounds in the names of days, month and numbers, but also because one
must do it quickly and without paying too much attention to pronunciation itself (because the brain is
crunching the numbers :-).
6. The player constructs a date from the two dice like this:
(a) day name: take the number of the month on the top face of the master dice, convert to day name
(start week with Monday)
(b) month: the top face of either of the two dice,
(c) day number: add the two month numbers,
(d) year: add the number of either dice to 2000.
Example: the dice show March and September. The day name is Wednesday (March=3, third day of
week is Wednesday). The month is March or September. The day number is 12th (March=3 +
September=9). The year is 2003 or 2009.
Player says:
- Wednesday, March 12th 2003, or:
- Wednesday, September 12th 2003, or:
- Wednesday, March 12th 2009, or:
- Wednesday, September 12th 2009.
By virtue of 6a only working days (plus Saturday) will come out, no Sundays... :-) Enjoy!
th
8. Phonetically augmented virtuality, June 24 , 2009
-----------------------------------------------------------------------------------------------------------------------------------------
Phonetically augmented virtuality (PAV) has come to Wlodek Barbosa's launchroom and house in
Virtlantis! A number of objects have been tagged with phonetic information, such as info on
pronouncing difficulties, phonetic transcription of hard words, sound files and short quiz questions... All
you need to do is to <edit> the object of your interest and go to the <name> and <description> fields.
Alternatively, to spare yourself the constant <edit>ing, you may like to go to the <View> menu, select
<Hover Tips>, then <Show Tips> (=Ctrl-Shift-T), finally <Tips on All Objects>. This will show the
<name> and <description> info of any object over which you hover your mouse cursor.
Beware: not all objects in my house and launchroom have been tagged (mostly because I have no
perms to some of them). My domino blocks and walk-through grid have not been tagged, as it might
confuse players using them. Also: this is a beta version of PAV really... :-) The mechanism of looking
up the information is a bit unwieldy... a HUD would be much better (anyone would like to help me adapt
one, like the Salamader or SlateIt huds?). All these improvements will come real soon now :-). Please
experiment, and let me know about unavoidable problems, OK? With time and resources, I plan to add
audio files to *all* objects, as well as build in automated phonetic quizzes.
Below is the list of objects PAVed, with their phonetic information. Please DO NOT LOOK THERE
before we're through with this activity!
59
List of Wlodek Barbosa's PAVed objects, as of July 5th 2009
(objects with built-in sound are marked with *)
-----------------------------------------------------------------------
59
This list was added two weeks after the activity proper.
Włodzimierz Sobkowiak: Five years in Second Life 149
or: Phonetically Augmented Virtuality in Second Life English as a Foreign Language
# <name> field - <description> field
0. Apple* - what's wrong with this pronunciation of <apple>?
1. Banana Plant in Pot - vowel /a:/ in <banana> and in <plant>
2. beachgrass meadow - <beachgrass> = /'bi:Cgra:s/; <meadow> = /'med@u/
3. blowball meadow - <blowball> = /'bl@ubo:l/; dark /l/ at the end
4. Chalk Noteboard - the /o:/ vowel in <chalk> and in <board>; no /l/ in <chalk>
5. Cookies on plate - vowel /U/ in <cookies>
6. Dance Ball* - which <dance> is American English?
7. Danka Aichi - <Aichi> = /'aiCI/ (that's how she pronounces it :-)
8. EVO VW&LL 2009 Scrapbook - vowel /U/ in <book>
9. Fern* - which word is <fern>?
10. Floor Lamp with Shade - <floor>=/flo:/
11. Fruit Plate* - which is the correct pronunciation of <fruit>?
12. Hanging Potted Pothos - no /g/ in <hanging> = /'h&NIN/
13. Hanging Tube Light* - which is the correct pronunciation of <hanging>?
14. Height detector - diphthong /ai/ in <height>
15. Launchroom Platform - vowel /o:/ in <launch> and in <form>
16. Library Chair - <library>=/laibr@rI/; diphthong /e@/ in <chair>
17. Mug of Coffee - vowel /^/ in <mug>
18. Picture Frame - vowel /I/ in <picture>
19. Popcorn - vowel /o/ in <pop> and vowel /o:/ in <corn>
20. Potted green plant - <potted> = /'potId/ - 2 syllables
21. red rug - vowel /^/ in <rug>
22. red wine - no phonetic problem :-)
23. Relaxing Rug - the <ing> ending; vowel /^/ in <rug>
24. Sia FirePlace - triphthong /ai@/ in <fire>
25. SLEnglish Conversation Pyramid* - which is the correct pronunciation of <pyramid>?
26. SLEnglish Quiz Tool (w/notecards) - syllabic dark /l/ in <tool>
27. Table & Chairs* - what's wrong with this pronunciation of <table and chairs>?
28. Tropical Plant - in <plant>: /a:/ in British English, /&/ in American English
29. White Roses - potted - diphthong /@u/ in <roses>
30. WhiteBoard (w) - the /o:/ vowel in <board>
31. Wlodek Barbosa - <Wlodek> is /'vlodek/
32. Wlodek Barbosa's helper robot - <robot>=/'r@ubot/; full vowel in the second syllable
List of Wlodek Barbosa's PAVed objects with built-in sound, answers to questions
------------------------------------------------------------------------------------------------------------
1. Apple - 'clear' /l/.
2. Dance Ball - second: (i) /da:ns bo:l/, (ii) /d&ns bol/.
3. Fern - third: (i) /fIn/ = <finn>, (ii) /f&n/ = <fan>, (iii) /f@:n/ = <fern>, (iv) /f^n/ = <fun> (pending...).
4. Fruit Plate - first: (i) /fru:t/, (ii) /frUt/, (iii) /fruit/.
5. Hanging Tube Light - second: (i) /'h&NgIN/, (ii) /'h&NIN/, (iii) /'h&NgINg/.
6. SLEnglish Conversation Pyramid - third: (i) /'pair@mId/, (ii) /'pIr@mi:d/, (iii) /'pIr@mId/.
7. Table & Chairs - 'clear' /l/ in <table> and no diphthong in <chairs>.
th
9. Phonetic walk-through grid (word-stress version), June, 24 , 2009
----------------------------------------------------------------------------------------------------------------------------------------
In this game you walk through a grid of 16 stones (4x4) in such a way that you find a path of seven
stones which contain words of three syllables, with the [Ooo] stress pattern. Other stones contain
words with either a different number of syllables, or with three syllables, but with a different stress
pattern. When you step on a stone, it will glow and speak its name. Start with "Saturday" (red stone).
You may walk horizontally, vertically and diagonally until you've heard all seven words. Below you'll
find the correct order of steps through the grid.
th th
10. Phonetic transcription game, July 8 and September 16 , 2009
---------------------------------------------------------------------------------------------------------------------------------------
Ten wooden cones have been rezzed in Wlodek Barbosa house and launchroom in Virtlantis. Their
names are given below, but the contents of their [name] fields is given in phonetic transcription. A
60
finder has been rezzed in the launchroom, which points its particle stream to the object or avatar if
[#find x] is typed in local chat, and x is the exact [name] of the object or avatar (the detection range is
96 meters). Ordinarily, then, typing [#find chalk] will locate the object with 'chalk' in its [name] field. But
in this game, in order to locate the object the player must type the correct phonetic transcription in its
[name] field. To find chalk, the player must type: [#find Co:k].
Once located and touched, the object will <give> the player its content object or notecard, full perms
(possibly no mod with some). Below is the list of cone names in ordinary spelling. To play the game
you must type their precise phonetic transcription after [#find ]. Correct transcriptions are provided at
the bottom of this notecard. Good luck on your phonetic transcription treasure hunt!
0. chalk
1. cookies
2. potted
3. chairs
4. rug
5. fire
6. library
7. banana
8. picture
9. pyramid
10. fern
60
I am grateful to The Magicians (http://themagicians.us/index.php) for a gratis copy of their Finder.
Włodzimierz Sobkowiak: Five years in Second Life 151
or: Phonetically Augmented Virtuality in Second Life English as a Foreign Language
th
11. 10 most common 4-syllable words in English and their stress patterns, October 14 , 2009
----------------------------------------------------------------------------------------------------------------------------------------
Ten wooden cones have been rezzed in Wlodek Barbosa house and launchroom in Virtlantis. Their
names are given below, but their [name] fields contain their stress patterns. "O" stands for stressed
syllable, "o" stands for unstressed syllable. A finder has been rezzed in the launchroom, which points
its particle stream to the object or avatar if [#find x] is typed in public chat, and x is the exact [name] of
the object or avatar (the detection range is 96 meters). Ordinarily, then, typing [#find chalk] will locate
the object with 'chalk' in its [name] field. But in this game, in order to locate the object the player must
type the correct spelling AND stress pattern found in its [name] field. To find 'ability', for example, the
player must type: #find ability oOoo
Once located and touched, the cone will <give> the player its content object or notecard, full perms
(possibly no mod with some). Below is the list of cone names in ordinary spelling. Correct answers are
provided at the bottom of this notecard. Good luck on your phonetic transcription treasure hunt!
Words to find:
-----------------
community
dictionary
equivalent
experiment
individual
necessary
ordinary
particular
television
variety
Correct answers:
----------------------
community oOoo
dictionary Oooo
equivalent oOoo
experiment oOoo
individual ooOo
necessary Oooo
ordinary Oooo
particular oOoo
television Oooo
variety oOoo
th
12. Phrase stress finder game, October 27 , 2009
----------------------------------------------------------------------------------------------------------------------------------------
A number of objects in Wlodek Barbosa's launchroom and house in Virtlantis have been tagged with
phonetic information, such as info on their stress pattern, pronouncing difficulties, phonetic
transcription of hard words, sound files and short quiz questions. The player's first task is to locate the
object using the finder, by typing in public chat the correct spelling of its name AND its stress pattern.
To find "Table & Chairs", for example, the player must type: #find Table & Chairs OooO.
The second task, once the object is located, is to <edit> it and go to the <name> and <description>
fields. Alternatively, to spare yourself the constant <edit>ing, you may like to go to the <View> menu,
select <Hover Tips>, then <Show Tips> (=Ctrl-Shift-T), finally <Tips on All Objects>. This will show the
<name> and <description> info of any object over which you hover your mouse cursor.
The third task is to copy information, or answer the question about the located object, which is found in
the <description> field, like this:
Find these objects by typing their names and stress patterns in public chat
Spell them exactly as you see them spelled below!
(Example: #find Table & Chairs OooO)
---------------------------------------------------------------------------
1. Banana Plant in Pot
2. beachgrass meadow
3. blowball meadow
4. Chalk Noteboard
5. Cookies on plate
6. Dance Ball*
7. Danka Aichi
8. Floor Lamp with Shade
9. Fruit Plate*
10. Hanging Potted Pothos
11. Hanging Tube Light*
12. Height detector
13. Launchroom Platform
14. Library Chair
15. Mug of Coffee
16. Picture Frame
17. Popcorn
18. Potted green plant
19. orange rug
20. red wine
21. Relaxing Rug
22. Sia FirePlace
23. SLEnglish Conversation Pyramid*
24. SLEnglish Quiz Tool
25. Tropical Plant
26. White Roses
27. WhiteBoard
28. Wlodek Barbosa's helper robot
th
13. Phrase stress block game (ver. 1), November 4 , 2009
----------------------------------------------------------------------------------------------------------------------------------------
I HEAR AND I FORGET, I SEE AND I REMEMBER, I DO AND I UNDERSTAND
In this game you will learn the correct stress of English phrases. There are ten sculpted blocks of
various shapes. They are all made of cubes of two sizes: big and small. Each block represents one
phrase, and each cube represents a syllable. Big cubes are stressed syllables, while small cubes are
unstressed syllables. For example: "play with him": ▀■■. Walk among the blocks, touch the big cubes
to listen to the phrases, feel the changes of stress. Some blocks are identical: they have the same
number of cubes and the arrangement of the cubes is the same. These are phrases which are stress-
wise identical.
Drag the blocks (ctrl-drag by any of the small cubes; be careful or you may lose them underground!) to
move them against each other and see if they match. As follow-up, provide other words and phrases
with stress patterns like the ones rezzed, for example starting from "play with him" [Ooo] you may
obtain: animal, government, ready to, come to me, and many others. A contest version: prepare a few
words/phrases for each pattern, read them aloud one by one and challenge your partner to touch the
block matching the stress pattern.
In this notecard the ten phrases are listed below in standard orthography, accompanied by their
respective sound files. You can do the activity by writing the correct stress pattern, like in this example:
"play with him" [Ooo]. The correct patterns are listed at the bottom of the notecard.
Phrases:
-----------
1. go slow
2. a beautiful one
3. in spite of it all
4. it's necessary
5. a spoonful of salt
6. the best in the class
7. he can't pay it back
8. finishing today
9. dirty underneath
10. up above the clouds
Correct answers
----------------------
1. go slow [OO]
2. a beautiful one [oOooo]
3. in spite of it all [oOooo]
4. it's necessary [oOoo]
5. a spoonful of salt [oOooO]
6. the best in the class [oOooO]
7. he can't pay it back [oOooO]
8. finishing today [OoooO]
9. dirty underneath [OoooO]
10. up above the clouds [OoooO]
th
15. Word-final (de)voicing Virtlantis scavenger hunt activity – feedback, December 9 , 2009
---------------------------------------------------------------------------------------------------------------------------------------
This notecard contains words and sentences which you submitted as result of your scavenger hunt on
Dec 9th 2009. The idea was to collect object names which contain at least one word with a final voiced
consonant which is prone to incorrect devoicing, for example "pyramid" /'pIr@mId/ ---> /'pIr@mIt/.
Many learners of English pronuncation have this kind of devoicing problem. Of course, some voiced
consonants, such as /m, n, r, l/ do not have this tendency: a voiceless /m/ is not possible, for example.
In this notecard you'll first find your submitted lines with the words prone to final devocing, in the order
in which I was getting your submissions in-world. Then, at the bottom of the notecard, I collected all
those lines which contain words ending in consonants which do not devoice, such as /m/, or in
consonants which are already voiceless, such as /t/. This list is arranged alphabetically. Where
necessary I edited your text slightly correcting some errors. I also normalized the lines so that [the
name] of the object is [bracketed] and followed directly by the sentence. On the whole this was a very
fruitful task. You can now make it even more useful to you by going through this notecard, finding the
words prone to final devoicing, and reflecting about those which are not (at the bottom).
Enjoy!
[Material cut here]
th
17. Common phrases in English (ver. 1), June 9 , 2010
---------------------------------------------------------------------------------------------------------------------------------------
The following is a list of about 200 common phrases in English. They have been selected from the
British National Corpus (http://pie.usna.edu/explorepg.html) to meet the following criteria:
(i) they make independent sense (which excludes very common phrases like "at the end of the" or "as
a result of")
(ii) they appear at the top of the rank list for each word-length bracket
(iii) they contain between 5 and 8 words
(iv) there are no near-duplicates like "for the rest of his life" and "for the rest of her life"
These phrases can be used in a variety of ways. From the point of view of our sessions in
pronunciation what is most interesting that they illustrate the very rhythmical flow of English speech,
and can be used to practice word stress, speech rhythm and weak syllable reduction. Read the
phrases aloud remembering to: (a) place stress in roughly equal intervals of time, (b) reduce
unstressed syllables. The order of phrases in this list is alphabetical. The frequency with which each
phrase appears in the BNC is given in brackets.
You'll also find this list in one of my phonetic cocktails. When you click on it, it will serve you one
phrase at random to read. Enjoy!
61
Cindy was a human-shaped robot which I used at that time to offer notecards and information to my students
and passers-by. She was not an AI-enabled chatbot (http://en.wikipedia.org/wiki/Chatterbot), however. In the
snapshot Cindy is on the right ☺.
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a contract for the sale (56)
a fellow of the royal society (48)
a great deal of effort (43)
a great deal of information (44)
a great deal of interest (45)
a great deal of money (108)
a great deal of time (133)
a great deal of work (60)
…
[Rest deleted here]
rd
18. Common phrases in English (ver. 3), June 23 , 2010
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The following is a list of 44 common phrases in English. They have been selected from the British
National Corpus (http://pie.usna.edu/explorepg.html) to meet the following criteria:
(i) they make independent sense (which excludes very common phrases like "at the end of the" or "as
a result of"),
(ii) they appear at the top of the rank list for each word-length bracket,
(iii) they contain between 5 and 8 words,
(iv) they do not contain duplicates like "for the rest of his life" and "for the rest of her life",
(v) they begin with a "function" word.
All the so-called "function words" in the list (prepositions, pronouns, articles, etc.) have been replaced
with [...]. Notice that these are the "weak" words which are normally completely unstressed in English.
Your task is:
-- to fill them back in to make a meaningful/sensible phrase,
-- to read it aloud, remembering to: (a) place stress in roughly equal intervals of time, (b) reduce all
unstressed syllables,
-- to explain the meaning of the phrase in your own words, especially if the phrase is an idiom,
-- and/or to make your own phrase with the same or similar meaning.
For example, the phrase "[...] breach [...] [...] peace" probably is "the/a breach of the peace", and
means "when peace ends and war begins", more or less :-)
You'll also find this list in one of my phonetic cocktails. When you click on it, it will serve you one
phrase at random to read. Enjoy!
th
20. PAV treasure hunt of Virtlantis, September 29 , 2010
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This is an intro notecard to the PAV treasure hunt of Virtlantis, a game activity whose idea is to collect
as many as possible object names from all over the sim containing some pronouncing difficulties.
These words/phrases will then be used in PAVing the sim, i.e. augmenting the objects with phonetic
information (sound files, transcription, tasks/quizzes), thus making them EFL learning and teaching
resources.
The task of each player is to collect, in the time given, as many such words/phrases as possible. These
should be entered in a notecard, each one with a short explanation why it is phonetically difficult to the
player. At the end of the game the notecards are handed over to the teacher. Feedback and the
announcement of the winner will follow in due course.
Technically, in order to find out about the name of an object it is best (in Viewer 1) to go to the <View>
menu, select <Hover Tips>, then <Show Tips> (=Ctrl-Shift-T), finally <Tips on All Objects>. This will
show the <name> and <description> info of any object over which you hover your mouse cursor.
Below are a few examples of actual Virtlantis objects whose names could be collected lin the game.
Half-Circle Seating - how should "circle" be pronounced?
Rattan Multipose Lounger - is it /au/ or /ou/ in "lounger"?
Banana Palm - is the <l> pronounced in "palm"?
small juniper - what is the first vowel of "juniper"?
Pier Jamaica - is it /ei/ or /ai/ in "Jamaica"?
------------------------------
This is a list of Virtlantis object names identified as difficult phonetically by participants of Wlodek
Barbosa's pronunciation session on Wed Sep 29th. These objects will be PAVed in due course, i.e.
equipped with phonetic information, such as audio files, phonetic transcription and phonetic quizzes.
Whereupon they will be offered free of charge as EFL learning resources in Virtlantis, for the benefit of
the SLEnglish community and all visitors.
th
21. Phrase stress block game (ver. 2), January 12 , 2011
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There are 31 cubes of two sizes: big and small. Each cube represents a syllable of one of the seven
phrases, which you can listen to when you touch a cube. Big cubes are stressed syllables, while small
cubes are unstressed syllables. Walk among the blocks, touch the cubes to listen to the phrases, feel
the changes of stress. Then drag the cubes to snap them together in such a way that they make up the
entire phrase, with cube size matching the stress pattern of the phrase. Thus, "play with him" should
now look like this: [Ooo]. Each phrase is composed of cubes of one colour, to help you.
As follow-up, provide other phrases with stress patterns like the ones rezzed, for example starting from
"play with him" [Ooo] you may obtain: "come with me", "ready to", and many others.
In this notecard the seven phrases are listed below in standard orthography, accompanied by their
respective sound files. You can do the activity by writing the correct stress pattern, like in this example:
"play with him" [Ooo]. The correct patterns are listed at the bottom of the notecard.
Correct answers
-------------------
1. go slow [OO]
2. it's necessary [oOoo]
3. a spoonful of salt [oOooO] Snapshot 52. Barbosa with phrase-stress blocks
4. the best in the class [oOooO]
5. he can't pay it back [oOooO]
6. finishing today [OoooO]
7. dirty underneath [OoooO]
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22. Limericks - weak forms, February 9 , 2011
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"A limerick is a kind of a witty, humorous, or nonsense poem, especially one in five-line anapestic or
amphibrachic meter with a strict rhyme scheme (aabba), which intends to be witty or humorous, and is
sometimes obscene with humorous intent" (http://en.wikipedia.org/wiki/Limerick_(poetry))
Fifteen coloured magnetized cubes are lying around, each containing a recording of one line taken
from one of three different limericks. Your task is to drag and snap them together in groups of five to
recreate the three limericks. Only cubes belonging to the same limerick will attract each other. Each
limerick is composed of cubes of the same colour, to help you. The cubes have no hovertext, so you
need to LISTEN to the recorded lines, which is part of the rationale of the game. In case you wanted to
do the taks with a notecard only, below are the 15 recordings in alphabetical order. You can rearrange
them in the notecard to reconstruct the three limerics. At the bottom of the notecard you'll find the
original spelling and recordings of the three limericks. Have fun!
nd
23. Make yourself a pronunciation game!, March 2 , 2011
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This time it's YOUR task to make a pronunciation game! Exercise your creativity and implement a
functioning manipulative game of your design. The mechanics of the game should be based on
movable cubes which attract each other (if they have the same name) and play a built-in sound file
when touched. The phonetic goal of the game is entirely your own idea: it may be about particular
sounds, or word-stress, or spelling problems; anything goes (as long as it is about pronunciation, of
course :-).
The raw materials which are provided are: (i) one ready-made cube, with the editable
magnetize&speak script built in, (ii) thirty full-perm sound files with animal names, arranged
alphabetically below. Have fun!
Some technicalities:
---------------------------
(i) In the state_entry() section of the script you can set the object name (which is vital for the
magnetizing script) and hover text (if you need any).
(ii) Take the provided cube to your inventory, then rez and copy as many times (edit --> shift --> drag)
as you need for the game; remember to insert an appropriate name in the [llSetObjectName("object
name here");] line.
(iii) An example sound file is iserted in the cube provided; delete it and insert *one* file which you need;
the script will automatically play this one file when the cube is touched. You will need to place the
needed sound files in your inventory first, before you can drop them in the cube(s).
(iv) When the game is ready check to see if all its components have full permissions, so that you can
give the game to others or leave it in Virtlantis for others to enjoy.
Ready-made cube
-------------------------
[in world]
Answers:
------------
light green (contains the 'dark' /l/): camel, dolphin, goldfish, owl
dark green (ends in /b/, /d/ or /g/): crab, dog, frog, pig
red (contains the sound /r/ in AmE): alligator, badger, boar, deer, horse
blue (ends in a vowel or diphthong, no /r/): buffalo, cow, donkey, ewe, monkey
cube (1 syllable): boar, cow, crab, deer, dog, ewe, frog, horse, owl, pig
sphere (2 syllables): badger, camel, dolphin, donkey, goldfish, monkey
pyramid (3 syllables): buffalo
cylinder (4 syllables): alligator
big (where # letters = # sounds): crab, dog, frog, pig
small (where # letters differs from # sounds): all the others
th 62
25. What am I? (ver. 2), May 18 2011
62
Help of Beatrisss Resident is gratefully acknowledged.
Włodzimierz Sobkowiak: Five years in Second Life 162
or: Phonetically Augmented Virtuality in Second Life English as a Foreign Language
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Eighteen cubes are laid out to touch. Each plays a recording of female voice; each has a question in
hovertext to answer. The questions range from ones about meaning ("What do I mean?") to ones about
spelling or pronunciation ("Spell me!"). There's no one 'good' answer to any question; many recordings
may have various senses, depending on the context and circumstances. You're encouraged to provide
various answers and speculate about different versions. This is NOT a test, but a language awareness
raising game :-). Below is the notecard-only version of the activity. Enjoy!
th
26. PAVing Virtlantis, take 4, June 29 , 2011
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We've attempted to PAVe Virtlantis a few times in the past, with little success so far (see below for the
meaning and sense of PAVing). The failure was due to a number of reasons, some technological,
some psychological (like WB's procrastination, for example). I decided to try once again, because I
believe that one of the unique affordances of SL for foreign language learning (and beyond) is the ease
of constructing resources 'augmented' with all kinds of language information and tasks. Theoretically,
all of SL could be one big foreign language resource, really; there're no technical obstacles, and no
additional technology is needed. But we'll begin on a much more modest scale: by trying to PAVe as
much of Virtlantis (=Knowingly) as possible.
Some tiny portions of Virtlantis are already PAVed, for example the tree-house. Because the
63
Knowingly primmage restrictions apply, it might not be very wise to add PAVed objects, for example
furniture to the tree-house or in other places of the sim. But adding resources such as audio files,
scripts, notecards *to existing objects* costs nothing in terms of prims. Such a PAVed environment
could become a useful resource for all Virtlantis students and teachers, as well as a showcase for the
language educators in SL. In principle the task is not very hard: we must decide which objects to
PAVe, what tasks/info include in them, we must get/record the sound files, upload them, drop in the
scripts, debug, and ... presto! Of course, there's no reason why we should stick to [P] in PAVing; there
may be all kinds of language information built-in, including grammar, vocab, cultural info, translations,
etc. We might like to keep the nice acronym, though :-)
I propose to start with the task of deciding what to PAVe and how -- to be attempted in our upcoming
Wednesday pronunciation session on June 29th 2011. We'll take a tour of Knowingly, identify the
objects best for PAVing, decide what kind of language info to use for PAVing, divide some labour to be
done later (I'm ready to cover the file upload expenses and prepare the sound files). As there're bound
63
I.e. restrictions on the maximum number of simple objects (primitives=prims) which can be rezzed in the given
area, for example an island, or a plot of land. This allowance is usually quickly exhausted by enthusiastic
builders.
Włodzimierz Sobkowiak: Five years in Second Life 163
or: Phonetically Augmented Virtuality in Second Life English as a Foreign Language
to be all kinds of technological issues (such as permissions to modify objects, etc.), we'll spend some
time trying to solve these. A number of pronunciation points and topics are bound to come up in the
process, so it'll not all be entirely about the technicalities of SL and its viewers. Otherwise, the plan is
very flexible, so if you have your own ideas about PAVing, there'll be plenty of opportunity to voice and
discuss them.
st
27. PAVe with a tweet !, September 21 , 2011
----------------------------------------------------------------
Twitter is an online social networking and microblogging service that enables its users to send and
read text-based posts of up to 140 characters, informally known as "tweets", and images.
(http://en.wikipedia.org/wiki/Twitter). Some examples of twitter stories:
http://twitter.com/VeryShortStory.
Phonetically Augmented Virtuality (PAV) refers to "enhancing a virtual world with phonetic information
in the form of sound files, text-to-speech synthesis, phonetic transcription, explanatory text, as well as
exercises and tasks of all kinds. This phonetic information is built directly into objects in the virtual
environment and can be interactively accessed by the student's avatar".
(http://ifa.amu.edu.pl/~swlodek/PAV_in_SL.pdf)
In this task each player writes a tweet-size story (140 characters = about 50 words) to PAVe a selected
Virtlantis object (see list below). The name of the object must be used in the story, and should be its
subject. To enhance the pronunciation aspect of the story three more words should be used which
share the phonetic difficulty with the name of the object. These words are provided for each object.
Only those objects appear below which are to be found in the treehouse on Knowingly. Your tweets will
be embedded in the objects during the session.
For example, PAVing this object [apple - able, local, people] with a tweet could result in a story like this:
"An apple a day keeps you able all day. At least this is what some locals told me in that cider pub in
Coventry. I wonder what those people may have had in mind?" (129 characters, including punctuation).
The complete PAVing content which would be offered to a resident upon touch of the object would then
include the audio recording and this sequence of lines:
apple: /'æpl/
apple: A hard round fruit that has red, light green, or yellow skin and is white inside.
apple: 'The apple trees are just beginning to blossom.'
apple: What is the last sound of <apple> like?
apple: 'An apple a day keeps you able all day'. At least this is what some locals told me in that cider
pub in Coventry. I wonder what those people may have had in mind?
Objects to tweet-PAVe:
-------------------------------
1. beer - clear, idea, nearly
2. chair - more, other, year
3. clock - body, long, problem
4. cushions - full, put, would
5. dance - after, last, rather
6. fireplace - afternoon, household, newspaper
7. fruit - group, school, too
8. grapes - always, because, use
9. mug - come, must, such
10. picture - member, number, over
11. popcorn - autonomy, corridor, orthodox
12. pyramid - miracle, mirror, spirit
13. wine - child, find, time
Remember:
- the quest should be rather easy and short
- your imagination is the limit of the story
- the story itself should have a coherent plot...
- ... leading up to a climax.
- you are in charge of the story; the scripting and other technicalities will be taken care of
---------
Here are the 15 PAVed objects to use in your story-making:
1. apple - What is the last sound of <apple> like? (http://slurl.com/secondlife/Knowingly/215/182/31)
2. banana - One vowel is different from the other two; which?
(http://slurl.com/secondlife/Knowingly/215/182/31)
3. bridge - Is the last sound in <bridge> voiced or voiceless?
(http://slurl.com/secondlife/Knowingly/148/4/22 and other places)
4. carnations - Is the <r> letter pronounced? (http://slurl.com/secondlife/Knowingly/247/77/41)
5. fence - Is there any pronunciation problem in this word? (in many places in Virtlantis)
64
Many of these objects do not exist at indicated slurls anymore for a variety of reasons, so the reader is advised
not to follow them from here.
Włodzimierz Sobkowiak: Five years in Second Life 165
or: Phonetically Augmented Virtuality in Second Life English as a Foreign Language
6. fern - Which is the correct pronunciation of <fern>? (http://slurl.com/secondlife/Knowingly/239/47/62
and other places)
7. fireplace - Which syllable gets the main stress in this word?
(http://slurl.com/secondlife/Knowingly/82/29/23)
8. hanging - Which of the three is the correct pronunciation of <hanging>?
(http://slurl.com/secondlife/Knowingly/210/196/32)
9. lamp - What's wrong with this pronunciation of <lamp>?
(http://slurl.com/secondlife/Knowingly/215/182/31)
10. mug - What is the vowel in <mug> like? (http://slurl.com/secondlife/Knowingly/215/182/31)
11. roof - Is the /u/ sound short or long? (http://slurl.com/secondlife/Knowingly/126/86/27 and
http://slurl.com/secondlife/Knowingly/80/29/30)
12. rug - What is the vowel like in <rug>? (http://slurl.com/secondlife/Knowingly/209/192/31 and
http://slurl.com/secondlife/Knowingly/199/237/23)
13. stairs - Is the recording American or British English?
(http://slurl.com/secondlife/Knowingly/75/35/23)
14. stone - Is the recording British or American English?
(http://slurl.com/secondlife/Knowingly/146/22/21)
15. VIRTLANTIS Cup of Joe - What does the vowel sound like?
(http://slurl.com/secondlife/Knowingly/144/95/28)
-----------------------------------------------------------------------
Heimlaga's PAVing tweets
"Cushions are just like men, they are full of themselves"
Thirteen of the treehouse objects in Knowingly have now been PAVed with Heimlaga's crazy tweets.
Each tweet contains three words which share a certain pronouncing difficulty with the name of the
object, for example: cushions - full, would, put. This difficulty is also targeted in the phonetic question
asked by the PAVed objects upon touch, as in the below example:
cushions: /'kʊʃnz/
cushions: A cloth bag filled with soft material that you put on a chair or the floor to make it more
comfortable.
cushions: Mina lay back, her arms draped lazily over the cushions.
cushions: What is the vowel in the first syllable: /ʊ/ or /ʌ/?
cushions: Cushions are just like men, they are full of themselves. It would surprise me if you believe
otherwise despite all the evidence put in front of you. (Heimlaga's tweet)
1. Late breaking news from the local watering hole: They are going to test an unprecedented idea to
see if it is nearly impossible to get a clear view through beer goggles.
2. Cheers to you! Chairman, chairwoman, chairbound the whole bunch, but I prefer my old wheelchair,
though there are new chairs to fill more than one chair car every other year.
3. I have a perpetual problem with my clock. Although it's ticking all day long it doesn't produce any
time and it's in discord with my body clock, which tells me I'm using time.
4. Cushions are just like men, they are full of themselves. It would surprise me if you believe otherwise
despite all the evidence put in front of you.
5. I've just got back from Bellywood. After their last riveting spectacle I don't understand why the critics
call their performance a prance rather than a dance.
6. Every household has bad news, loads of bad news laying around. In a chilly afternoon a newspaper
comes in handy when you light a log fire in the fireplace.
7. Fruits are not vegetables, right? Is it too much to have the question answered why it is a "fruitless
attempt to educate that group of vegetables at our school".
8. A question to my readers: "Is it always ok to describe grapes as berries from bacciferous shrubs just
because they tend to grow in a bushlike style.
9. It's elementary when we come to the topic of drinking coffee. A mug of hot coffee must not be sipped
in such a way that we burn our mouths.
th
29. PAVed quest in Virtlantis, December 14 , 2011
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These are quests in Virtlantis (Knowingly) based on students' texts and on the Phonetically Augmented
Virtual (PAVed) objects found during the quests. Your tasks are:
- to read the story
- to follow the landmarks
- to touch the objects in front of you at each landmark
- to listen to their names (wait for the sound to play)
- to read their definitions (in private chat channel)
- to read sentences containing their names (in private chat channel)
- to answer the phonetic questions displayed (in private chat channel)
Time to learn some Polish (pronunciation)! This game has three parts. First you teleport around
Virtlantis in a PAVed quest based on Angel's Christmas story. You get a notecard with embedded
landmarks which take you to a number of PAVed objects. Each object you encounter has the usual
English information built in, but the recording is in Polish. Touch the object and you'll hear the
pronunciation of the name of the object. Compare it with the spelling of the name in the notecard; you'll
need it later. In the second part of the game you try to pronounce correctly in Polish all the object
names in the Christmas story in your notecard. In the third part of the game you use all your knowledge
and skills of Polish to translate a few simple sentences from English to Polish. You get all the
necessary words to do this (in the story and in a separate list below). Because Polish grammar is
rather complex, you do not need to worry about it for the time being. Rather you concentrate on the
correct Polish pronunciation of the translated sentences. Needless to say, in all stages of the game you
have my full (native speaker's :-) attention and assistance! Have fun!
Answers to pronunciation questions PAVed into the objects in the Virtlantis quest
-----------------------------------------------------------------------------------------------------------
1. apple - What is the last sound of <apple> like? It is a 'dark' /l/ made with the back of the tongue, as
opposed to the 'clear' /l/ in words such as "last", which is made with the fron of the tongue.
2. banana - One vowel is different from the other two; which? The middle (second) one. The other two
vowels are weak, so-called 'schwas'.
3. bridge - Is the last sound in <bridge> voiced or voiceless? Voiced.
4. carnations - Is the <r> letter pronounced? It is pronounced in American English, but silent in British
English.
5. fence - Is there any pronunciation problem in this word? The word sounds /fens/.
6. fern - Which is the correct pronunciation of <fern>? The third. 1st word: fin; 2nd word fan; 4th word:
fun.
7. fireplace - Which syllable gets the main stress in this word? The first syllable.
8. hanging - Which of the three is the correct pronunciation of <hanging>? The second: both [g]'s are
silent.
9. lamp - What's wrong with this pronunciation of <lamp>? The vowel is too much like in the word
"calm".
10. mug - What is the vowel in <mug> like? It's a short and weak vowel, also found in such words as:
but, love, money, mother, much, must, other, some, such, summer, etc.
11. roof - Is the /u/ sound short or long? Long.
12. rug - What is the vowel like in <rug>? It's a short and weak vowel, also found in such words as: but,
love, money, mother, much, must, other, some, such, summer, etc.
13. stairs - Is the recording American or British English? American (/r/ is pronounced).
14. stone - Is the recording British or American English? American (the vowel is /ou/).
15. VIRTLANTIS Cup of Joe - What does the vowel of 'cup' sound like? It's a short and weak vowel,
also found in such words as: but, love, money, mother, much, must, other, some, such, summer,
etc.